transitional: accept pn arg to MenuInput helpers
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@@ -775,10 +775,12 @@ void InputMapper::GameToMenu( const GameInput &GameI, MenuInput &MenuI )
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MenuI = pGame->GameInputToMenuInput( GameI );
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}
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void InputMapper::MenuToGame( const MenuInput &MenuI, GameInput GameIout[4] )
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void InputMapper::MenuToGame( const MenuInput &MenuI, PlayerNumber pn, GameInput GameIout[4] )
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{
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const Game* pGame = GAMESTATE->GetCurrentGame();
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pGame->MenuInputToGameInput( MenuI, GameIout );
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if( pn == PLAYER_INVALID )
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pn = MenuI.button;
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pGame->MenuInputToGameInput( MenuI, pn, GameIout );
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}
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@@ -800,10 +802,10 @@ bool InputMapper::IsBeingPressed( const GameInput &GameI, MultiPlayer mp, const
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return false;
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}
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bool InputMapper::IsBeingPressed( const MenuInput &MenuI )
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bool InputMapper::IsBeingPressed( const MenuInput &MenuI, PlayerNumber pn )
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{
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GameInput GameI[4];
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MenuToGame( MenuI, GameI );
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MenuToGame( MenuI, pn, GameI );
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for( int i=0; i<4; i++ )
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if( GameI[i].IsValid() && IsBeingPressed(GameI[i]) )
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return true;
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@@ -829,12 +831,12 @@ float InputMapper::GetSecsHeld( const GameInput &GameI, MultiPlayer mp )
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return fMaxSecsHeld;
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}
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float InputMapper::GetSecsHeld( const MenuInput &MenuI )
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float InputMapper::GetSecsHeld( const MenuInput &MenuI, PlayerNumber pn )
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{
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float fMaxSecsHeld = 0;
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GameInput GameI[4];
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MenuToGame( MenuI, GameI );
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MenuToGame( MenuI, pn, GameI );
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for( int i=0; i<4; i++ )
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if( GameI[i].IsValid() )
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fMaxSecsHeld = max( fMaxSecsHeld, GetSecsHeld(GameI[i]) );
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@@ -852,10 +854,10 @@ void InputMapper::ResetKeyRepeat( const GameInput &GameI )
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}
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}
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void InputMapper::ResetKeyRepeat( const MenuInput &MenuI )
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void InputMapper::ResetKeyRepeat( const MenuInput &MenuI, PlayerNumber pn )
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{
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GameInput GameI[4];
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MenuToGame( MenuI, GameI );
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MenuToGame( MenuI, pn, GameI );
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for( int i=0; i<4; i++ )
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if( GameI[i].IsValid() )
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ResetKeyRepeat( GameI[i] );
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