pass TimingData to GameState::UpdateSongPosition
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@@ -353,12 +353,10 @@ void GameState::ResetStageStatistics()
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}
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}
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void GameState::UpdateSongPosition(float fPositionSeconds)
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void GameState::UpdateSongPosition( float fPositionSeconds, const TimingData &timing )
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{
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ASSERT(m_pCurSong);
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m_fMusicSeconds = fPositionSeconds;
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m_pCurSong->GetBeatAndBPSFromElapsedTime( m_fMusicSeconds, m_fSongBeat, m_fCurBPS, m_bFreeze );
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timing.GetBeatAndBPSFromElapsedTime( m_fMusicSeconds, m_fSongBeat, m_fCurBPS, m_bFreeze );
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// LOG->Trace( "m_fMusicSeconds = %f, m_fSongBeat = %f, m_fCurBPS = %f, m_bFreeze = %f", m_fMusicSeconds, m_fSongBeat, m_fCurBPS, m_bFreeze );
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}
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