add Strum. This needs cleanup
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@@ -2216,7 +2216,8 @@ void ScreenGameplay::Input( const InputEventPlus &input )
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GameButtonType gbt = INPUTMAPPER->GetInputScheme()->m_GameButtonInfo[input.GameI.button].m_gbt;
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switch( gbt )
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{
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DEFAULT_FAIL( gbt );
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case GameButtonType_INVALID:
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break;
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case GameButtonType_Step:
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pi.m_pPlayer->Step( iCol, -1, input.DeviceI.ts, false, bRelease );
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break;
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