/ to switch players.
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@@ -275,6 +275,9 @@ void ScreenEdit::InitEditMappings()
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m_EditMappingsDeviceInput.button[EDIT_BUTTON_UNDO][1] = DeviceInput(DEVICE_KEYBOARD, KEY_Cu);
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// Switch players, if it makes sense to do so.
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m_EditMappingsDeviceInput.button[EDIT_BUTTON_SWITCH_PLAYERS][0] = DeviceInput(DEVICE_KEYBOARD, KEY_SLASH);
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m_PlayMappingsDeviceInput.button[EDIT_BUTTON_RETURN_TO_EDIT][0] = DeviceInput(DEVICE_KEYBOARD, KEY_ESC);
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m_PlayMappingsMenuButton.button[EDIT_BUTTON_RETURN_TO_EDIT][1] = MENU_BUTTON_BACK;
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m_PlayMappingsDeviceInput.button[EDIT_BUTTON_TOGGLE_ASSIST_TICK][0] = DeviceInput(DEVICE_KEYBOARD, KEY_F4);
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@@ -307,7 +310,7 @@ bool ScreenEdit::DeviceToEdit( const DeviceInput &DeviceI, EditButton &button )
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const MapEditToDI *pCurrentMap = GetCurrentDeviceInputMap();
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/* First, search to see if a key that requires a modifier is pressed. */
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FOREACH_EditButton(e)
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FOREACH_EditButton( e )
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{
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for( int slot = 0; slot < NUM_EDIT_TO_DEVICE_SLOTS; ++slot )
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{
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@@ -658,7 +661,10 @@ void ScreenEdit::Init()
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CopyToLastSave();
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m_CurrentAction = MAIN_MENU_CHOICE_INVALID;
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m_InputPlayerNumber = PLAYER_INVALID;
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if( GAMESTATE->m_pCurSteps[0]->m_StepsType == STEPS_TYPE_DANCE_ROUTINE )
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m_InputPlayerNumber = PLAYER_1;
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else
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m_InputPlayerNumber = PLAYER_INVALID;
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// set both players to joined so the credit message doesn't show
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FOREACH_PlayerNumber( p )
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GAMESTATE->m_bSideIsJoined[p] = true;
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@@ -905,10 +911,9 @@ void ScreenEdit::Update( float fDeltaTime )
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else if( fSecsHeld > RECORD_HOLD_SECONDS )
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{
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// create or extend a hold or roll note
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TapNote tn = TAP_ORIGINAL_HOLD_HEAD;
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TapNote tn = EditIsBeingPressed(EDIT_BUTTON_LAY_MINE_OR_ROLL) ? TAP_ORIGINAL_ROLL_HEAD: TAP_ORIGINAL_HOLD_HEAD;
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tn.pn = m_InputPlayerNumber;
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if( EditIsBeingPressed(EDIT_BUTTON_LAY_MINE_OR_ROLL) )
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tn = TAP_ORIGINAL_ROLL_HEAD;
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m_NoteDataRecord.AddHoldNote( t, BeatToNoteRow(fStartBeat), BeatToNoteRow(fEndBeat), tn );
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}
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}
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@@ -1887,6 +1892,15 @@ void ScreenEdit::InputEdit( const InputEventPlus &input, EditButton EditB )
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case EDIT_BUTTON_UNDO:
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Undo();
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break;
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case EDIT_BUTTON_SWITCH_PLAYERS:
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if( m_InputPlayerNumber != PLAYER_INVALID )
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{
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enum_add( m_InputPlayerNumber, 1 );
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if( m_InputPlayerNumber == NUM_PLAYERS )
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m_InputPlayerNumber = PLAYER_1;
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}
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break;
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}
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}
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@@ -2305,10 +2319,10 @@ void ScreenEdit::ScrollTo( float fDestinationBeat )
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// Don't SaveUndo. We want to undo the whole hold, not just the last segment
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// that the user made. Dragging the hold bigger can only absorb and remove
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// other taps, so dragging won't cause us to exceed the note limit.
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if( EditIsBeingPressed(EDIT_BUTTON_LAY_MINE_OR_ROLL) )
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m_NoteDataEdit.AddHoldNote( iCol, iStartRow, iEndRow, TAP_ORIGINAL_ROLL_HEAD );
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else
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m_NoteDataEdit.AddHoldNote( iCol, iStartRow, iEndRow, TAP_ORIGINAL_HOLD_HEAD );
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TapNote tn = EditIsBeingPressed(EDIT_BUTTON_LAY_MINE_OR_ROLL) ? TAP_ORIGINAL_ROLL_HEAD : TAP_ORIGINAL_HOLD_HEAD;
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tn.pn = m_InputPlayerNumber;
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m_NoteDataEdit.AddHoldNote( iCol, iStartRow, iEndRow, tn );
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}
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if( EditIsBeingPressed(EDIT_BUTTON_SCROLL_SELECT) )
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