InputScheme
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@@ -48,7 +48,7 @@ void ScreenMapControllers::Init()
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if( sButtons.empty() )
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{
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/* Map all buttons for this game. */
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for( int b=0; b<GAMESTATE->GetCurrentGame()->m_iButtonsPerController; b++ )
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for( int b=0; b<INPUTMAPPER->GetInputScheme()->m_iButtonsPerController; b++ )
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{
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KeyToMap k;
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k.m_GameButton = (GameButton) b;
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@@ -63,7 +63,7 @@ void ScreenMapControllers::Init()
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for( unsigned i=0; i<asBits.size(); ++i )
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{
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KeyToMap k;
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k.m_GameButton = StringToGameButton( GAMESTATE->GetCurrentGame(), asBits[i] );
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k.m_GameButton = StringToGameButton( INPUTMAPPER->GetInputScheme(), asBits[i] );
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m_KeysToMap.push_back( k );
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}
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}
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@@ -97,7 +97,7 @@ void ScreenMapControllers::Init()
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BitmapText *pName = new BitmapText;
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pName->SetName( "Primary" );
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pName->LoadFromFont( THEME->GetPathF("Common","title") );
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RString sText = GameButtonToLocalizedString( GAMESTATE->GetCurrentGame(), pKey->m_GameButton );
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RString sText = GameButtonToLocalizedString( INPUTMAPPER->GetInputScheme(), pKey->m_GameButton );
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pName->SetText( sText );
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ActorUtil::LoadAllCommands( *pName, m_sName );
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m_Line[iRow].AddChild( pName );
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