cleanup
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@@ -2131,11 +2131,13 @@ void ScreenGameplay::Input( const InputEventPlus &input )
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(!GAMESTATE->m_bMultiplayer || input.mp == MultiPlayer_1) &&
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(!GAMESTATE->m_bMultiplayer || input.mp == MultiPlayer_1) &&
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!m_Cancel.IsTransitioning() )
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!m_Cancel.IsTransitioning() )
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{
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{
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/* Allow bailing out by holding the START button of all active players. This
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/*
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* Allow bailing out by holding the START button of all active players. This
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* gives a way to "give up" when a back button isn't available. Doing this is
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* gives a way to "give up" when a back button isn't available. Doing this is
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* treated as failing the song, unlike BACK, since it's always available.
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* treated as failing the song, unlike BACK, since it's always available.
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*
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*
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* However, if this is also a style button, don't do this. (pump center = start) */
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* However, if this is also a style button, don't do this. (pump center = start)
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*/
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bool bHoldingGiveUp = false;
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bool bHoldingGiveUp = false;
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bHoldingGiveUp |= ( START_GIVES_UP && input.MenuI.button == MENU_BUTTON_START && !input.StyleI.IsValid() );
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bHoldingGiveUp |= ( START_GIVES_UP && input.MenuI.button == MENU_BUTTON_START && !input.StyleI.IsValid() );
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bHoldingGiveUp |= ( BACK_GIVES_UP && input.MenuI.button == MENU_BUTTON_BACK && !input.StyleI.IsValid() );
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bHoldingGiveUp |= ( BACK_GIVES_UP && input.MenuI.button == MENU_BUTTON_BACK && !input.StyleI.IsValid() );
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@@ -2144,7 +2146,9 @@ void ScreenGameplay::Input( const InputEventPlus &input )
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{
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{
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/* No PREFSMAN->m_bDelayedEscape; always delayed. */
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/* No PREFSMAN->m_bDelayedEscape; always delayed. */
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if( input.type==IET_RELEASE )
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if( input.type==IET_RELEASE )
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{
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AbortGiveUp( true );
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AbortGiveUp( true );
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}
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else if( input.type==IET_FIRST_PRESS && m_GiveUpTimer.IsZero() )
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else if( input.type==IET_FIRST_PRESS && m_GiveUpTimer.IsZero() )
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{
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{
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m_textDebug.SetText( GIVE_UP_TEXT );
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m_textDebug.SetText( GIVE_UP_TEXT );
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