simplify
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@@ -310,12 +310,13 @@ void ScreenMapControllers::Refresh()
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{
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{
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bool bSelected = p == m_iCurController && b == m_iCurButton && s == m_iCurSlot;
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bool bSelected = p == m_iCurController && b == m_iCurButton && s == m_iCurSlot;
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BitmapText *pText = &m_textMappedTo[p][b][s];
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GameInput cur_gi( (GameController)p, (GameButton)b );
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GameInput cur_gi( (GameController)p, (GameButton)b );
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DeviceInput di;
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DeviceInput di;
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if( INPUTMAPPER->GameToDevice( cur_gi, s, di ) )
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if( INPUTMAPPER->GameToDevice( cur_gi, s, di ) )
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m_textMappedTo[p][b][s].SetText( di.toString() );
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pText->SetText( di.toString() );
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else
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else
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m_textMappedTo[p][b][s].SetText( "-----------" );
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pText->SetText( "-----------" );
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// highlight the currently selected pad button
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// highlight the currently selected pad button
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RageColor color;
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RageColor color;
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@@ -338,11 +339,11 @@ void ScreenMapControllers::Refresh()
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color = RageColor(0.5,0.5,0.5,1); // gray
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color = RageColor(0.5,0.5,0.5,1); // gray
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bPulse = false;
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bPulse = false;
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}
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}
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m_textMappedTo[p][b][s].SetDiffuse( color );
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pText->SetDiffuse( color );
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if( bPulse )
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if( bPulse )
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m_textMappedTo[p][b][s].SetEffectPulse( .5f, .5f, .6f );
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pText->SetEffectPulse( .5f, .5f, .6f );
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else
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else
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m_textMappedTo[p][b][s].StopEffect();
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pText->StopEffect();
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}
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}
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}
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}
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}
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}
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