Don't require dedicated menu buttons. It seems to work fine.
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@@ -570,7 +570,6 @@ void ScreenOptions::Input( const DeviceInput& DeviceI, const InputEventType type
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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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if( MenuI.IsValid() && MenuI.button == MENU_BUTTON_START &&
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if( 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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PREFSMAN->m_bOnlyDedicatedMenuButtons &&
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GAMESTATE->m_CurStyle != STYLE_INVALID &&
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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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