simplify
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@@ -771,15 +771,12 @@ bool InputMapper::GameToDevice( const GameInput &GameI, int iSoltNum, DeviceInpu
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return DeviceI.device != DEVICE_NONE;
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}
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void InputMapper::GameToStyle( const GameInput &GameI, StyleInput &StyleI )
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StyleInput InputMapper::GameToStyle( const GameInput &GameI )
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{
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if( GAMESTATE->m_pCurStyle == NULL )
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{
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StyleI.MakeInvalid();
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return;
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}
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return StyleInput_INVALID;
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StyleI = GAMESTATE->m_pCurStyle->GameInputToStyleInput( GameI );
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return GAMESTATE->m_pCurStyle->GameInputToStyleInput( GameI );
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}
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void InputMapper::GameToMenu( const GameInput &GameI, MenuInput &MenuI )
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@@ -1404,11 +1404,6 @@ void HandleInputEvents(float fDeltaTime)
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if( input.GameI.IsValid() && input.type == IET_FIRST_PRESS )
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INPUTQUEUE->RememberInput( input );
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if( input.GameI.IsValid() )
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{
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INPUTMAPPER->GameToMenu( input.GameI, input.MenuI );
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INPUTMAPPER->GameToStyle( input.GameI, input.StyleI );
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}
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input.mp = MultiPlayer_INVALID;
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@@ -1428,13 +1423,8 @@ void HandleInputEvents(float fDeltaTime)
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{
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input.GameI = gi;
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//LOG->Trace( "game %d %d", input.GameI.controller, input.GameI.button );
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INPUTMAPPER->GameToStyle( input.GameI, input.StyleI );
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INPUTMAPPER->GameToMenu( input.GameI, input.MenuI );
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}
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//LOG->Trace( "style %d %d", input.StyleI.player, input.StyleI.col );
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//LOG->Trace( "menu %d %d", input.MenuI.player, input.MenuI.button );
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input.mp = InputMapper::InputDeviceToMultiPlayer( input.DeviceI.device );
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//LOG->Trace( "multiplayer %d", input.mp );
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ASSERT( input.mp >= 0 && input.mp < NUM_MultiPlayer );
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@@ -1442,6 +1432,12 @@ void HandleInputEvents(float fDeltaTime)
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}
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}
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if( input.GameI.IsValid() )
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{
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INPUTMAPPER->GameToMenu( input.GameI, input.MenuI );
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INPUTMAPPER->GameToStyle( input.GameI, input.StyleI );
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}
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if( HandleGlobalInputs(input) )
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continue; // skip
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