invert m_SecondaryMenuButton. This way, it only has as many
entries as that game has buttons; adding global GAME_BUTTONs doesn't need adding dummy entries to each one of these.
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@@ -977,11 +977,7 @@ MenuButton InputScheme::GameInputToMenuButton( GameInput GameI ) const
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return i;
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if( !PREFSMAN->m_bOnlyDedicatedMenuButtons )
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{
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FOREACH_MenuButton(i)
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if( m_SecondaryMenuButton[i] == GameI.button )
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return i;
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}
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return GetMenuButtonSecondaryFunction( GameI.button );
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return MenuButton_Invalid; // invalid GameInput
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}
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@@ -1006,7 +1002,17 @@ void InputScheme::MenuButtonToGameInputs( MenuButton MenuI, PlayerNumber pn, Gam
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controller.push_back( (GameController)pn );
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}
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GameButton button[2] = { g_DedicatedMenuButtons[MenuI], m_SecondaryMenuButton[MenuI] };
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GameButton SecondaryGameButton = GameButton_Invalid;
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for( int i = GAME_BUTTON_NEXT; i < m_iButtonsPerController; ++i )
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{
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if( m_SecondaryMenuButton[i-GAME_BUTTON_NEXT] == MenuI )
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{
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SecondaryGameButton = i;
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break;
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}
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}
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GameButton button[2] = { g_DedicatedMenuButtons[MenuI], SecondaryGameButton };
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int iNumButtonsUsing = PREFSMAN->m_bOnlyDedicatedMenuButtons ? 1 : 2;
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int iOut = 0;
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@@ -1025,11 +1031,10 @@ void InputScheme::MenuButtonToGameInputs( MenuButton MenuI, PlayerNumber pn, Gam
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MenuButton InputScheme::GetMenuButtonSecondaryFunction( GameButton gb ) const
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{
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FOREACH_MenuButton(mb)
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if( m_SecondaryMenuButton[mb] == gb )
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return mb;
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if( gb < GAME_BUTTON_NEXT )
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return MenuButton_Invalid;
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return MenuButton_Invalid;
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return m_SecondaryMenuButton[gb - GAME_BUTTON_NEXT];
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}
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static const char *g_szCommonGameButtonNames[] =
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