remove unused
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@@ -771,14 +771,6 @@ bool InputMapper::GameToDevice( const GameInput &GameI, int iSoltNum, DeviceInpu
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return DeviceI.device != DEVICE_NONE;
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return DeviceI.device != DEVICE_NONE;
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}
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}
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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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return StyleInput_INVALID;
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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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void InputMapper::GameToMenu( const GameInput &GameI, MenuInput &MenuI )
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{
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{
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const Game* pGame = GAMESTATE->GetCurrentGame();
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const Game* pGame = GAMESTATE->GetCurrentGame();
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@@ -38,7 +38,6 @@ public:
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bool DeviceToGame( const DeviceInput &DeviceI, GameInput& GameI ); // return true if there is a mapping from device to pad
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bool DeviceToGame( const DeviceInput &DeviceI, GameInput& GameI ); // return true if there is a mapping from device to pad
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bool GameToDevice( const GameInput &GameI, int iSoltNum, DeviceInput& DeviceI ); // return true if there is a mapping from pad to device
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bool GameToDevice( const GameInput &GameI, int iSoltNum, DeviceInput& DeviceI ); // return true if there is a mapping from pad to device
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StyleInput GameToStyle( const GameInput &GameI );
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void StyleToGame( const StyleInput &StyleI, PlayerNumber pn, GameInput &GameI );
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void StyleToGame( const StyleInput &StyleI, PlayerNumber pn, GameInput &GameI );
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void GameToMenu( const GameInput &GameI, MenuInput &MenuI );
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void GameToMenu( const GameInput &GameI, MenuInput &MenuI );
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