getting rid of StyleI.player
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@@ -788,7 +788,7 @@ void InputMapper::GameToMenu( const GameInput &GameI, MenuInput &MenuI )
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MenuI = pGame->GameInputToMenuInput( GameI );
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MenuI = pGame->GameInputToMenuInput( GameI );
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}
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}
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void InputMapper::StyleToGame( const StyleInput &StyleI, GameInput &GameI )
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void InputMapper::StyleToGame( const StyleInput &StyleI, PlayerNumber pn, GameInput &GameI )
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{
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{
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const Style* pStyle = GAMESTATE->GetCurrentStyle();
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const Style* pStyle = GAMESTATE->GetCurrentStyle();
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GameI = pStyle->StyleInputToGameInput( StyleI );
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GameI = pStyle->StyleInputToGameInput( StyleI );
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@@ -835,7 +835,7 @@ bool InputMapper::IsBeingPressed( const StyleInput &StyleI, PlayerNumber pn, Mul
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{
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{
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GameInput GameI;
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GameInput GameI;
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StyleToGame( StyleI, GameI );
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StyleToGame( StyleI, GameI );
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return IsBeingPressed( GameI, mp );
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return IsBeingPressed( GameI, pn, mp );
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}
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}
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@@ -874,7 +874,7 @@ float InputMapper::GetSecsHeld( const StyleInput &StyleI, PlayerNumber pn, Multi
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{
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{
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GameInput GameI;
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GameInput GameI;
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StyleToGame( StyleI, GameI );
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StyleToGame( StyleI, GameI );
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return GetSecsHeld( GameI, mp );
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return GetSecsHeld( GameI, pn, mp );
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}
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}
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void InputMapper::ResetKeyRepeat( const GameInput &GameI )
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void InputMapper::ResetKeyRepeat( const GameInput &GameI )
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@@ -39,7 +39,7 @@ public:
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bool GameToDevice( const GameInput &GameI, int iSoltNum, DeviceInput& DeviceI ); // return true if there is a mapping from pad to device
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bool GameToDevice( const GameInput &GameI, int iSoltNum, DeviceInput& DeviceI ); // return true if there is a mapping from pad to device
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void GameToStyle( const GameInput &GameI, StyleInput &StyleI );
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void GameToStyle( const GameInput &GameI, StyleInput &StyleI );
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void StyleToGame( const StyleInput &StyleI, GameInput &GameI );
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void StyleToGame( const StyleInput &StyleI, PlayerNumber pn, GameInput &GameI );
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void GameToMenu( const GameInput &GameI, MenuInput &MenuI );
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void GameToMenu( const GameInput &GameI, MenuInput &MenuI );
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void MenuToGame( const MenuInput &MenuI, GameInput GameIout[4] );
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void MenuToGame( const MenuInput &MenuI, GameInput GameIout[4] );
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