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@@ -3001,14 +3001,6 @@ void ScreenEdit::HandleAreaMenuChoice( AreaMenuChoice c, const vector<int> &iAns
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m_NoteFieldEdit.m_iEndMarker = -1;
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m_NoteFieldEdit.m_iEndMarker = -1;
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break;
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break;
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}
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}
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// MD 11/02/03 - Converting a pause at the current beat into beats.
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// I know this will break holds that cross the pause. Anyone who
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// wants to rewrite this to fix that behavior is welcome to - I'm
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// not sure how exactly to do it without making this a lot longer
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// than it is.
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// NOTE: Fixed this so that holds aren't broken by it. Working in 2s and
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// 3s makes this work better, too. :-) It sorta makes you wonder WHY we
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// don't bring it into 2s and 3s when we bring up the editor.
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case convert_pause_to_beat:
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case convert_pause_to_beat:
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{
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{
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float fBPMatPause = m_pSong->GetBPMAtBeat( GAMESTATE->m_fSongBeat );
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float fBPMatPause = m_pSong->GetBPMAtBeat( GAMESTATE->m_fSongBeat );
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