cleanup
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@@ -87,14 +87,14 @@ void Game::MenuInputToGameInput( MenuInput MenuI, GameInput GameIout[4] ) const
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}
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}
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RString Game::ColToButtonName( int col ) const
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RString Game::ColToButtonName( int iCol ) const
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{
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const Style *pStyle = GAMESTATE->GetCurrentStyle();
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const char *pzColumnName = pStyle->m_ColumnInfo[PLAYER_1][col].pzName;
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const char *pzColumnName = pStyle->m_ColumnInfo[PLAYER_1][iCol].pzName;
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if( pzColumnName != NULL )
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return pzColumnName;
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GameInput GI = pStyle->StyleInputToGameInput( col, PLAYER_1 );
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GameInput GI = pStyle->StyleInputToGameInput( iCol, PLAYER_1 );
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return m_szButtonNames[GI.button];
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}
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@@ -63,9 +63,9 @@ static void GetUsedGameInputs( vector<GameInput> &vGameInputsOut )
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continue;
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FOREACH_PlayerNumber( pn )
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{
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for( int i=0; i<(*style)->m_iColsPerPlayer; i++ )
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for( int iCol=0; iCol<(*style)->m_iColsPerPlayer; ++iCol )
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{
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GameInput gi = (*style)->StyleInputToGameInput( i, pn );
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GameInput gi = (*style)->StyleInputToGameInput( iCol, pn );
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if( gi.IsValid() )
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{
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vGIs.insert( gi );
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