reorder m_textMappedTo
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@@ -64,11 +64,11 @@ void ScreenMapControllers::Init()
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{
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for( int s=0; s<NUM_SHOWN_GAME_TO_DEVICE_SLOTS; s++ )
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{
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m_textMappedTo[p][b][s].SetName( "MappedTo" );
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m_textMappedTo[p][b][s].LoadFromFont( THEME->GetPathF("ScreenMapControllers","entry") );
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m_textMappedTo[p][b][s].SetXY( BUTTON_COLUMN_X[p*NUM_SHOWN_GAME_TO_DEVICE_SLOTS+s], 0 );
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ON_COMMAND( m_textMappedTo[p][b][s] );
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m_Line[b].AddChild( &m_textMappedTo[p][b][s] );
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m_textMappedTo[b][p][s].SetName( "MappedTo" );
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m_textMappedTo[b][p][s].LoadFromFont( THEME->GetPathF("ScreenMapControllers","entry") );
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m_textMappedTo[b][p][s].SetXY( BUTTON_COLUMN_X[p*NUM_SHOWN_GAME_TO_DEVICE_SLOTS+s], 0 );
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ON_COMMAND( m_textMappedTo[b][p][s] );
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m_Line[b].AddChild( &m_textMappedTo[b][p][s] );
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}
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}
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m_Line[b].SetY( LINE_START_Y + b*LINE_GAP_Y );
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@@ -303,7 +303,7 @@ void ScreenMapControllers::Refresh()
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{
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bool bSelected = p == m_iCurController && b == m_iCurButton && s == m_iCurSlot;
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BitmapText *pText = &m_textMappedTo[p][b][s];
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BitmapText *pText = &m_textMappedTo[b][p][s];
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GameInput cur_gi( (GameController)p, (GameButton)b );
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DeviceInput di;
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if( INPUTMAPPER->GameToDevice( cur_gi, s, di ) )
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