hack no longer needed
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@@ -578,28 +578,11 @@ void ScreenOptions::Input( const DeviceInput& DeviceI, const InputEventType type
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// if we are in dedicated menubutton input and arcade navigation
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// if we are in dedicated menubutton input and arcade navigation
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// check to see if MENU_BUTTON_LEFT and MENU_BUTTON_RIGHT are being held
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// check to see if MENU_BUTTON_LEFT and MENU_BUTTON_RIGHT are being held
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const bool bHoldingLeftOrRight = MenuI.IsValid() && MenuI.button == MENU_BUTTON_START &&
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// Super Hack to use the feature in ScreenOptionsMenu (where no style is set)
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bool bHoldingLeftOrRight = false;
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bHoldingLeftOrRight |= MenuI.IsValid() && MenuI.button == MENU_BUTTON_START &&
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PREFSMAN->m_bArcadeOptionsNavigation &&
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PREFSMAN->m_bArcadeOptionsNavigation &&
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GAMESTATE->m_CurStyle != STYLE_INVALID &&
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(INPUTMAPPER->IsButtonDown( MenuInput(MenuI.player, MENU_BUTTON_RIGHT) ) ||
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(INPUTMAPPER->IsButtonDown( MenuInput(MenuI.player, MENU_BUTTON_RIGHT) ) ||
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INPUTMAPPER->IsButtonDown( MenuInput(MenuI.player, MENU_BUTTON_LEFT) ) );
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INPUTMAPPER->IsButtonDown( MenuInput(MenuI.player, MENU_BUTTON_LEFT) ) );
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if( GAMESTATE->m_CurStyle == STYLE_INVALID )
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{
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GAMESTATE->m_CurStyle = STYLE_DANCE_VERSUS;
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bHoldingLeftOrRight |= MenuI.IsValid() && MenuI.button == MENU_BUTTON_START &&
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PREFSMAN->m_bArcadeOptionsNavigation &&
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GAMESTATE->m_CurStyle != STYLE_INVALID &&
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(INPUTMAPPER->IsButtonDown( MenuInput(MenuI.player, MENU_BUTTON_RIGHT) ) ||
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INPUTMAPPER->IsButtonDown( MenuInput(MenuI.player, MENU_BUTTON_LEFT) ) );
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GAMESTATE->m_CurStyle = STYLE_INVALID;
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}
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if( bHoldingLeftOrRight )
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if( bHoldingLeftOrRight )
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{
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{
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Screen::MenuUp( MenuI.player, type );
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Screen::MenuUp( MenuI.player, type );
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