GetDeviceSpecificInputString and DeviceInputToLocalizedString are
the same: "a string suitable for display", but just formatted slightly differently. Handle these the same way (so hopefully a way to merge them will become visible). This also fixes the RageInputDevice dependency on RageInput.
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@@ -6,6 +6,7 @@
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#include "ScreenSaveSync.h"
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#include "GameConstantsAndTypes.h"
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#include "GameManager.h"
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#include "RageInput.h"
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#include "RageLog.h"
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#include "GameSoundManager.h"
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#include "GameState.h"
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@@ -3585,9 +3586,9 @@ static RString GetDeviceButtonsLocalized( const vector<EditButton> &veb, const M
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DeviceInput diPress = editmap.button[*eb][s];
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DeviceInput diHold = editmap.hold[*eb][s];
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if( diPress.IsValid() )
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vsPress.push_back( DeviceInputToLocalizedString(diPress) );
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vsPress.push_back( INPUTMAN->GetLocalizedInputString(diPress) );
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if( diHold.IsValid() )
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vsHold.push_back( DeviceInputToLocalizedString(diHold) );
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vsHold.push_back( INPUTMAN->GetLocalizedInputString(diHold) );
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}
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}
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