strtof -> StringToFloat.
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@@ -2350,13 +2350,13 @@ void ScreenEdit::HandleScreenMessage( const ScreenMessage SM )
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}
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else if( SM == SM_BackFromBPMChange )
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{
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float fBPM = strtof( ScreenTextEntry::s_sLastAnswer, NULL );
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float fBPM = StringToFloat( ScreenTextEntry::s_sLastAnswer );
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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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else if( SM == SM_BackFromStopChange )
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{
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float fStop = strtof( ScreenTextEntry::s_sLastAnswer, NULL );
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float fStop = StringToFloat( ScreenTextEntry::s_sLastAnswer );
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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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@@ -2391,7 +2391,7 @@ void ScreenEdit::HandleScreenMessage( const ScreenMessage SM )
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else if( SM == SM_BackFromInsertTapAttack )
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{
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int iDurationChoice = ScreenMiniMenu::s_viLastAnswers[0];
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g_fLastInsertAttackDurationSeconds = strtof( g_InsertTapAttack.rows[0].choices[iDurationChoice], NULL );
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g_fLastInsertAttackDurationSeconds = StringToFloat( g_InsertTapAttack.rows[0].choices[iDurationChoice] );
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SCREENMAN->AddNewScreenToTop( "ScreenPlayerOptions", SM_BackFromInsertTapAttackPlayerOptions );
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}
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@@ -2422,7 +2422,7 @@ void ScreenEdit::HandleScreenMessage( const ScreenMessage SM )
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int iAttack;
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g_fLastInsertAttackPositionSeconds = m_pSong->GetElapsedTimeFromBeat( GAMESTATE->m_fSongBeat );
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g_fLastInsertAttackDurationSeconds = strtof( g_InsertCourseAttack.rows[0].choices[iDurationChoice], NULL );
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g_fLastInsertAttackDurationSeconds = StringToFloat( g_InsertCourseAttack.rows[0].choices[iDurationChoice] );
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iAttack = FindAttackAtTime( ce.attacks, g_fLastInsertAttackPositionSeconds );
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if( ScreenMiniMenu::s_iLastRowCode == ScreenEdit::remove )
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@@ -3255,7 +3255,7 @@ void ScreenEdit::HandleBGChangeChoice( BGChangeChoice c, const vector<int> &iAns
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}
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newChange.m_fStartBeat = GAMESTATE->m_fSongBeat;
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newChange.m_fRate = strtof( g_BackgroundChange.rows[rate].choices[iAnswers[rate]], NULL )/100.f;
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newChange.m_fRate = StringToFloat( g_BackgroundChange.rows[rate].choices[iAnswers[rate]] )/100.f;
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newChange.m_sTransition = g_BackgroundChange.rows[transition].choices[iAnswers[transition]];
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newChange.m_def.m_sEffect = g_BackgroundChange.rows[effect].choices[iAnswers[effect]];
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newChange.m_def.m_sColor1 = g_BackgroundChange.rows[color1].choices[iAnswers[color1]];
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