cleanup: use TimingData::SetStopAtBeat
use strtod(), not atof() (to avoid double to float warnings)
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@@ -1532,40 +1532,16 @@ void ScreenEdit::HandleScreenMessage( const ScreenMessage SM )
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break;
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case SM_BackFromBPMChange:
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{
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float fBPM = atof( ScreenTextEntry::s_sLastAnswer.c_str() );
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if ( fBPM <= 0 )
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break;
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m_pSong->SetBPMAtBeat( GAMESTATE->m_fSongBeat, fBPM );
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float fBPM = strtof( ScreenTextEntry::s_sLastAnswer, NULL );
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if( fBPM > 0 )
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m_pSong->SetBPMAtBeat( GAMESTATE->m_fSongBeat, fBPM );
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}
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break;
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case SM_BackFromStopChange:
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{
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unsigned i;
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bool sentinel = false; //Tricky, we can't break out of this loop safely
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for( i=0; (i<m_pSong->m_Timing.m_StopSegments.size()) && (!sentinel); i++ )
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{
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if( m_pSong->m_Timing.m_StopSegments[i].m_fStartBeat == GAMESTATE->m_fSongBeat )
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sentinel = true;
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}
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if ( sentinel )
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i--;
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float fStop = atof( ScreenTextEntry::s_sLastAnswer.c_str() );
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if( i == m_pSong->m_Timing.m_StopSegments.size() ) // there is no BPMSegment at the current beat
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{
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if ( fStop > 0 )
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m_pSong->AddStopSegment( StopSegment(GAMESTATE->m_fSongBeat, fStop ) );
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}
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else // StopSegment being modified is m_Timing.m_StopSegments[i]
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{
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m_pSong->m_Timing.m_StopSegments[i].m_fStopSeconds = fStop;
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if( m_pSong->m_Timing.m_StopSegments[i].m_fStopSeconds <= 0 )
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m_pSong->m_Timing.m_StopSegments.erase( m_pSong->m_Timing.m_StopSegments.begin()+i,
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m_pSong->m_Timing.m_StopSegments.begin()+i+1);
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}
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float fStop = strtof( ScreenTextEntry::s_sLastAnswer, NULL );
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if( fStop >= 0 )
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m_pSong->m_Timing.SetStopAtBeat( GAMESTATE->m_fSongBeat, fStop );
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}
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break;
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case SM_BackFromBGChange:
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