If the column is invalid, return.
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@@ -2183,6 +2183,9 @@ void ScreenGameplay::Input( const InputEventPlus &input )
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bool bRelease = input.type == IET_RELEASE;
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bool bRelease = input.type == IET_RELEASE;
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const int iCol = GAMESTATE->GetCurrentStyle()->GameInputToColumn( input.GameI );
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const int iCol = GAMESTATE->GetCurrentStyle()->GameInputToColumn( input.GameI );
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if( iCol == Column_Invalid )
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return;
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// Don't pass on any inputs to Player that aren't a press or a release.
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// Don't pass on any inputs to Player that aren't a press or a release.
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switch( input.type )
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switch( input.type )
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{
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{
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@@ -2195,13 +2198,9 @@ void ScreenGameplay::Input( const InputEventPlus &input )
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if( GAMESTATE->m_bMultiplayer )
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if( GAMESTATE->m_bMultiplayer )
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{
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{
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if( input.mp != MultiPlayer_Invalid &&
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if( input.mp != MultiPlayer_Invalid && GAMESTATE->IsMultiPlayerEnabled(input.mp) )
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iCol != Column_Invalid &&
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GAMESTATE->IsMultiPlayerEnabled(input.mp) )
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{
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m_vPlayerInfo[input.mp].m_pPlayer->Step( iCol, -1, input.DeviceI.ts, false, bRelease );
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m_vPlayerInfo[input.mp].m_pPlayer->Step( iCol, -1, input.DeviceI.ts, false, bRelease );
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}
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}
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}
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else
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else
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{
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{
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//
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//
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