I can only speak for myself here, but for me the changes you did have not made the description any clearer. Especially the term "'real' var" might confuse beginners even more. In the end it comes down to a format conversion from the IEEE floating point format to the fixed format gamestudio uses, right?

Maybe you could cure my curiosity and explain how this monstrum works:
Code:
*((float*)&(x))


Casting the address of the var to float* and dereferencing it again does not make sense on a first glance to me. ^^ I had expected something like
Code:
((float)(x))



Always learn from history, to be sure you make the same mistakes again...