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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@@ -92,7 +92,7 @@ RString Style::ColToButtonName( int iCol ) const
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return pzColumnName;
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GameInput GI = StyleInputToGameInput( iCol, PLAYER_1 );
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return INPUTMAPPER->GetInputScheme()->m_GameButtonInfo[GI.button].m_szName;
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return INPUTMAPPER->GetInputScheme()->GetGameButtonName(GI.button);
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}
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// Lua bindings
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