GameInputToStyleInput -> GameInputToColumn

This commit is contained in:
Glenn Maynard
2006-09-13 09:22:24 +00:00
parent 8f676b30d5
commit 3183dcf60b
6 changed files with 8 additions and 8 deletions
+2 -2
View File
@@ -2086,7 +2086,7 @@ void ScreenGameplay::Input( const InputEventPlus &input )
* However, if this is also a style button, don't do this. (pump center = start)
*/
bool bHoldingGiveUp = false;
if( GAMESTATE->m_pCurStyle->GameInputToStyleInput(input.GameI) == Column_INVALID )
if( GAMESTATE->m_pCurStyle->GameInputToColumn(input.GameI) == Column_INVALID )
{
bHoldingGiveUp |= ( START_GIVES_UP && input.MenuI.button == MENU_BUTTON_START );
bHoldingGiveUp |= ( BACK_GIVES_UP && input.MenuI.button == MENU_BUTTON_BACK );
@@ -2145,7 +2145,7 @@ void ScreenGameplay::Input( const InputEventPlus &input )
}
bool bRelease = input.type == IET_RELEASE;
const int iCol = GAMESTATE->m_pCurStyle->GameInputToStyleInput( input.GameI );
const int iCol = GAMESTATE->m_pCurStyle->GameInputToColumn( input.GameI );
if( GAMESTATE->m_bMultiplayer )
{