getting rid of StyleI.player

This commit is contained in:
Glenn Maynard
2006-09-13 00:05:01 +00:00
parent 87bb92451b
commit 10c6320d18
2 changed files with 4 additions and 4 deletions
+3 -3
View File
@@ -788,7 +788,7 @@ void InputMapper::GameToMenu( const GameInput &GameI, MenuInput &MenuI )
MenuI = pGame->GameInputToMenuInput( GameI );
}
void InputMapper::StyleToGame( const StyleInput &StyleI, GameInput &GameI )
void InputMapper::StyleToGame( const StyleInput &StyleI, PlayerNumber pn, GameInput &GameI )
{
const Style* pStyle = GAMESTATE->GetCurrentStyle();
GameI = pStyle->StyleInputToGameInput( StyleI );
@@ -835,7 +835,7 @@ bool InputMapper::IsBeingPressed( const StyleInput &StyleI, PlayerNumber pn, Mul
{
GameInput GameI;
StyleToGame( StyleI, GameI );
return IsBeingPressed( GameI, mp );
return IsBeingPressed( GameI, pn, mp );
}
@@ -874,7 +874,7 @@ float InputMapper::GetSecsHeld( const StyleInput &StyleI, PlayerNumber pn, Multi
{
GameInput GameI;
StyleToGame( StyleI, GameI );
return GetSecsHeld( GameI, mp );
return GetSecsHeld( GameI, pn, mp );
}
void InputMapper::ResetKeyRepeat( const GameInput &GameI )
+1 -1
View File
@@ -39,7 +39,7 @@ public:
bool GameToDevice( const GameInput &GameI, int iSoltNum, DeviceInput& DeviceI ); // return true if there is a mapping from pad to device
void GameToStyle( const GameInput &GameI, StyleInput &StyleI );
void StyleToGame( const StyleInput &StyleI, GameInput &GameI );
void StyleToGame( const StyleInput &StyleI, PlayerNumber pn, GameInput &GameI );
void GameToMenu( const GameInput &GameI, MenuInput &MenuI );
void MenuToGame( const MenuInput &MenuI, GameInput GameIout[4] );