phase out StyleI.player
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@@ -38,15 +38,15 @@ void Style::GetTransformedNoteDataForStyle( PlayerNumber pn, const NoteData& ori
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noteDataOut.LoadTransformed( original, m_iColsPerPlayer, iNewToOriginalTrack );
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}
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GameInput Style::StyleInputToGameInput( const StyleInput& StyleI ) const
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GameInput Style::StyleInputToGameInput( const StyleInput& StyleI, PlayerNumber pn ) const
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{
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ASSERT_M( StyleI.player < NUM_PLAYERS && StyleI.col < MAX_COLS_PER_PLAYER,
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ssprintf("P%i C%i", StyleI.player, StyleI.col) );
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ASSERT_M( pn < NUM_PLAYERS && StyleI.col < MAX_COLS_PER_PLAYER,
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ssprintf("P%i C%i", pn, StyleI.col) );
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bool bUsingOneSide = m_StyleType != ONE_PLAYER_TWO_SIDES && m_StyleType != TWO_PLAYERS_SHARED_SIDES;
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FOREACH_GameController(gc)
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{
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if( bUsingOneSide && gc != (int) StyleI.player )
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if( bUsingOneSide && gc != (int) pn )
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continue;
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for( int i = 0; i < m_pGame->m_iButtonsPerController && m_iInputColumn[gc][i] != END_MAPPING; ++i )
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@@ -54,7 +54,7 @@ GameInput Style::StyleInputToGameInput( const StyleInput& StyleI ) const
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return GameInput( gc, i );
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}
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FAIL_M( ssprintf("Unknown StyleInput %i,%i", StyleI.player, StyleI.col) );
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FAIL_M( ssprintf("Unknown StyleInput %i,%i", pn, StyleI.col) );
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};
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StyleInput Style::GameInputToStyleInput( const GameInput &GameI ) const
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