simplify
I'd prefer to get rid of the StyleInput versions of INPUTMAPPER calls, and just pass in GameInputs and leave conversion to the users (which aren't many). The MultiPlayer hack makes this hard, though, where we pass in the MultiPlayer to check; that affects the underlying DeviceInput that's constructed.
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@@ -1007,7 +1007,7 @@ void Player::Step( int col, int row, const RageTimer &tm, bool bHeld, bool bRele
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for( int t=0; t<m_NoteData.GetNumTracks(); t++ )
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{
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const GameInput GameI = GAMESTATE->GetCurrentStyle()->StyleInputToGameInput( t, pn );
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const float fSecsHeld = INPUTMAPPER->GetSecsHeld( GameI );
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const float fSecsHeld = INPUTMAPPER->GetSecsHeld( t, pn );
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if( fSecsHeld > 0 && fSecsHeld < JUMP_WINDOW_SECONDS )
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iNumTracksHeld++;
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}
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