[splittiming] Hey FSX, catch!
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+5
-1
@@ -947,12 +947,16 @@ void GameState::UpdateSongPosition( float fPositionSeconds, const TimingData &ti
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m_Position.UpdateSongPosition( fPositionSeconds, timing, timestamp );
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m_Position.UpdateSongPosition( fPositionSeconds, timing, timestamp );
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if( bUpdatePlayers )
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if( bUpdatePlayers )
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{
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FOREACH_EnabledPlayer( pn )
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FOREACH_EnabledPlayer( pn )
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{
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if( m_pCurSteps[pn] )
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if( m_pCurSteps[pn] )
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{
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{
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m_pPlayerState[pn]->m_Position.UpdateSongPosition( fPositionSeconds, m_pCurSteps[pn]->m_Timing, timestamp );
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m_pPlayerState[pn]->m_Position.UpdateSongPosition( fPositionSeconds, m_pCurSteps[pn]->m_Timing, timestamp );
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Actor::SetPlayerBGMBeat( pn, m_pPlayerState[pn]->m_Position.m_fSongBeatVisible, m_pPlayerState[pn]->m_Position.m_fSongBeatNoOffset );
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Actor::SetPlayerBGMBeat( pn, m_pPlayerState[pn]->m_Position.m_fSongBeatVisible, m_pPlayerState[pn]->m_Position.m_fSongBeatNoOffset );
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}
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}
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}
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Actor::SetBGMTime( GAMESTATE->m_Position.m_fMusicSecondsVisible, GAMESTATE->m_Position.m_fSongBeatVisible, fPositionSeconds, GAMESTATE->m_Position.m_fSongBeatNoOffset );
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Actor::SetBGMTime( GAMESTATE->m_Position.m_fMusicSecondsVisible, GAMESTATE->m_Position.m_fSongBeatVisible, fPositionSeconds, GAMESTATE->m_Position.m_fSongBeatNoOffset );
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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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// 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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}
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