Don't duplicate the data for common GameButtons.
InputScheme separates the generic, low-level engine data from the Game*-specific high-level data. GameButtonType is a high-level distinction; in fact, it's only needed for custom GameButtons (eg. DANCE_BUTTON_*), since the function of generic GameButtons (GAME_BUTTON_*) can simply be identified by their value--that's why, for example, we don't have GameButtonType for GAME_BUTTON_COIN.
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@@ -16,7 +16,7 @@ StringToX( GameController );
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RString GameButtonToString( const InputScheme* pInputs, GameButton i )
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{
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return pInputs->m_GameButtonInfo[i].m_szName;
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return pInputs->GetGameButtonName(i);
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}
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RString GameButtonToLocalizedString( const InputScheme* pInputs, GameButton i )
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