NoteField::m_fBeginMarker, m_fEndMarker -> m_iBeginMarker, m_iEndMarker
go back to storing BPM as a float, until I'm sure it won't cause precision problems
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@@ -1829,7 +1829,7 @@ void ScreenGameplay::Input( const DeviceInput& DeviceI, const InputEventType typ
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fOffsetDelta *= 10;
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BPMSegment& seg = GAMESTATE->m_pCurSong->GetBPMSegmentAtBeat( GAMESTATE->m_fSongBeat );
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seg.m_iBPS += BeatToNoteRow(fOffsetDelta);
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seg.m_fBPS += fOffsetDelta;
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m_textDebug.SetText( ssprintf("Cur BPM = %.2f", seg.GetBPM()) );
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m_textDebug.StopTweening();
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