cleanup
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@@ -91,7 +91,7 @@ void Game::MenuInputToGameInput( MenuInput MenuI, GameInput GameIout[4] ) const
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CString Game::ColToButtonName( int col ) const
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CString Game::ColToButtonName( int col ) const
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{
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{
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const Style* pStyle = GAMESTATE->GetCurrentStyle();
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const Style *pStyle = GAMESTATE->GetCurrentStyle();
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const char *pzColumnName = pStyle->m_ColumnInfo[PLAYER_1][col].pzName;
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const char *pzColumnName = pStyle->m_ColumnInfo[PLAYER_1][col].pzName;
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if( pzColumnName != NULL )
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if( pzColumnName != NULL )
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return pzColumnName;
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return pzColumnName;
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@@ -51,9 +51,9 @@ public:
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int m_iDefaultKeyboardKey[MAX_GAME_CONTROLLERS][MAX_GAME_BUTTONS]; // default keyboard keys only have an effect the current game is this game
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int m_iDefaultKeyboardKey[MAX_GAME_CONTROLLERS][MAX_GAME_BUTTONS]; // default keyboard keys only have an effect the current game is this game
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GameButton ButtonNameToIndex( const CString &sButtonName ) const;
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GameButton ButtonNameToIndex( const CString &sButtonName ) const;
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MenuInput GameInputToMenuInput( GameInput GameI ) const;
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MenuInput GameInputToMenuInput( GameInput GameI ) const; // looks up current style in GAMESTATE. Yuck.
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void MenuInputToGameInput( MenuInput MenuI, GameInput GameIout[4] ) const;
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void MenuInputToGameInput( MenuInput MenuI, GameInput GameIout[4] ) const; // looks up current style in GAMESTATE. Yuck.
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CString ColToButtonName( int col ) const;
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CString ColToButtonName( int col ) const; // looks up current style. Yuck.
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TapNoteScore MapTapNoteScore( TapNoteScore tns ) const;
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TapNoteScore MapTapNoteScore( TapNoteScore tns ) const;
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TapNoteScore m_mapMarvelousTo;
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TapNoteScore m_mapMarvelousTo;
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