Autosync work for Split Timing.
Next up: adjusting the revert.
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@@ -35,6 +35,7 @@
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#include "global.h"
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#include "global.h"
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#include "Song.h"
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#include "Song.h"
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#include "Steps.h"
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#include "AdjustSync.h"
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#include "AdjustSync.h"
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#include "GameState.h"
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#include "GameState.h"
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#include "LocalizedString.h"
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#include "LocalizedString.h"
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@@ -186,8 +187,15 @@ void AdjustSync::AutosyncOffset()
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switch( GAMESTATE->m_SongOptions.GetCurrent().m_AutosyncType )
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switch( GAMESTATE->m_SongOptions.GetCurrent().m_AutosyncType )
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{
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{
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case SongOptions::AUTOSYNC_SONG:
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case SongOptions::AUTOSYNC_SONG:
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{
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GAMESTATE->m_pCurSong->m_SongTiming.m_fBeat0OffsetInSeconds += mean;
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GAMESTATE->m_pCurSong->m_SongTiming.m_fBeat0OffsetInSeconds += mean;
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const vector<Steps*>& vpSteps = GAMESTATE->m_pCurSong->GetAllSteps();
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FOREACH( Steps*, const_cast<vector<Steps*>&>(vpSteps), s )
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{
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(*s)->m_Timing.m_fBeat0OffsetInSeconds += mean;
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}
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break;
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break;
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}
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case SongOptions::AUTOSYNC_MACHINE:
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case SongOptions::AUTOSYNC_MACHINE:
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PREFSMAN->m_fGlobalOffsetSeconds.Set( PREFSMAN->m_fGlobalOffsetSeconds + mean );
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PREFSMAN->m_fGlobalOffsetSeconds.Set( PREFSMAN->m_fGlobalOffsetSeconds + mean );
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break;
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break;
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