GameInputToStyleInput -> GameInputToColumn
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@@ -2086,7 +2086,7 @@ void ScreenGameplay::Input( const InputEventPlus &input )
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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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if( GAMESTATE->m_pCurStyle->GameInputToStyleInput(input.GameI) == Column_INVALID )
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if( GAMESTATE->m_pCurStyle->GameInputToColumn(input.GameI) == Column_INVALID )
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{
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bHoldingGiveUp |= ( START_GIVES_UP && input.MenuI.button == MENU_BUTTON_START );
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bHoldingGiveUp |= ( BACK_GIVES_UP && input.MenuI.button == MENU_BUTTON_BACK );
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@@ -2145,7 +2145,7 @@ void ScreenGameplay::Input( const InputEventPlus &input )
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}
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bool bRelease = input.type == IET_RELEASE;
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const int iCol = GAMESTATE->m_pCurStyle->GameInputToStyleInput( input.GameI );
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const int iCol = GAMESTATE->m_pCurStyle->GameInputToColumn( input.GameI );
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if( GAMESTATE->m_bMultiplayer )
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{
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