avoid accessing m_PlayerStateEdit directly
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@@ -839,7 +839,7 @@ void ScreenEdit::Update( float fDeltaTime )
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float fDelta = GAMESTATE->m_fSongBeat - m_fTrailingBeat;
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if( fabsf(fDelta) < 10 )
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fapproach( m_fTrailingBeat, GAMESTATE->m_fSongBeat,
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fDeltaTime*40 / m_PlayerStateEdit.m_CurrentPlayerOptions.m_fScrollSpeed );
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fDeltaTime*40 / m_NoteFieldEdit.GetPlayerState()->m_CurrentPlayerOptions.m_fScrollSpeed );
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else
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fapproach( m_fTrailingBeat, GAMESTATE->m_fSongBeat,
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fabsf(fDelta) * fDeltaTime*5 );
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@@ -1056,7 +1056,8 @@ void ScreenEdit::InputEdit( const DeviceInput& DeviceI, const InputEventType typ
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case EDIT_BUTTON_SCROLL_SPEED_UP:
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case EDIT_BUTTON_SCROLL_SPEED_DOWN:
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{
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float& fScrollSpeed = m_PlayerStateEdit.m_PlayerOptions.m_fScrollSpeed;
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PlayerState *pPlayerState = const_cast<PlayerState *> (m_NoteFieldEdit.GetPlayerState());
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float& fScrollSpeed = pPlayerState->m_PlayerOptions.m_fScrollSpeed;
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float fNewScrollSpeed = fScrollSpeed;
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if( EditB == EDIT_BUTTON_SCROLL_SPEED_DOWN )
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