use InsertRows, DeleteRows
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@@ -2968,10 +2968,10 @@ void ScreenEdit::HandleAreaMenuChoice( AreaMenuChoice c, const vector<int> &iAns
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NoteDataUtil::DeleteRows( m_NoteDataEdit, BeatToNoteRow(GAMESTATE->m_fSongBeat), BeatToNoteRow(1) );
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break;
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case shift_pauses_forward:
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m_pSong->m_Timing.ShiftRows( BeatToNoteRow(GAMESTATE->m_fSongBeat), BeatToNoteRow(+1) );
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m_pSong->m_Timing.InsertRows( BeatToNoteRow(GAMESTATE->m_fSongBeat), BeatToNoteRow(1) );
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break;
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case shift_pauses_backward:
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m_pSong->m_Timing.ShiftRows( BeatToNoteRow(GAMESTATE->m_fSongBeat), BeatToNoteRow(-1) );
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m_pSong->m_Timing.DeleteRows( BeatToNoteRow(GAMESTATE->m_fSongBeat), BeatToNoteRow(1) );
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break;
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// MD 11/02/03 - Converting selected region to a pause of the same length.
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case convert_beat_to_pause:
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@@ -3018,7 +3018,7 @@ void ScreenEdit::HandleAreaMenuChoice( AreaMenuChoice c, const vector<int> &iAns
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fStopLength /= 60;
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// don't move the step from where it is, just move everything later
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NoteDataUtil::InsertRows( m_NoteDataEdit, BeatToNoteRow(GAMESTATE->m_fSongBeat) + 1, BeatToNoteRow(fStopLength) );
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m_pSong->m_Timing.ShiftRows( BeatToNoteRow(GAMESTATE->m_fSongBeat) + 1, BeatToNoteRow(fStopLength) );
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m_pSong->m_Timing.InsertRows( BeatToNoteRow(GAMESTATE->m_fSongBeat) + 1, BeatToNoteRow(fStopLength) );
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}
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}
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break;
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