Fix input strangeness. I don't understand the rational for setting mp when GAMESTATE->m_bMultiplayer is false, but this preserves that changing Game, Style, and Menu inputs when it is false.
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@@ -1417,13 +1417,18 @@ void HandleInputEvents(float fDeltaTime)
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{
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{
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DeviceInput diTemp = input.DeviceI;
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DeviceInput diTemp = input.DeviceI;
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diTemp.device = DEVICE_JOY1;
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diTemp.device = DEVICE_JOY1;
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GameInput gi;
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//LOG->Trace( "device %d, %d", diTemp.device, diTemp.button );
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//LOG->Trace( "device %d, %d", diTemp.device, diTemp.button );
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if( INPUTMAPPER->DeviceToGame(diTemp, input.GameI) )
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if( INPUTMAPPER->DeviceToGame(diTemp, gi) )
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{
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{
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if( GAMESTATE->m_bMultiplayer )
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{
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input.GameI = gi;
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//LOG->Trace( "game %d %d", input.GameI.controller, input.GameI.button );
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//LOG->Trace( "game %d %d", input.GameI.controller, input.GameI.button );
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INPUTMAPPER->GameToStyle( input.GameI, input.StyleI );
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INPUTMAPPER->GameToStyle( input.GameI, input.StyleI );
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INPUTMAPPER->GameToMenu( input.GameI, input.MenuI );
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INPUTMAPPER->GameToMenu( input.GameI, input.MenuI );
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}
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//LOG->Trace( "style %d %d", input.StyleI.player, input.StyleI.col );
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//LOG->Trace( "style %d %d", input.StyleI.player, input.StyleI.col );
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//LOG->Trace( "menu %d %d", input.MenuI.player, input.MenuI.button );
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//LOG->Trace( "menu %d %d", input.MenuI.player, input.MenuI.button );
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