diff --git a/stepmania/src/GameManager.cpp b/stepmania/src/GameManager.cpp index 83af76e366..91136212b5 100644 --- a/stepmania/src/GameManager.cpp +++ b/stepmania/src/GameManager.cpp @@ -2864,7 +2864,7 @@ MenuButton GameManager::GetMenuButtonSecondaryFunction( const Game *pGame, GameB FOREACH_GameController(gc) { int iCol = pStyle->GameInputToStyleInput( GameInput(gc,gb) ); - if( iCol != StyleInput_INVALID ) + if( iCol != Column_INVALID ) bUsedInGameplay = true; } } diff --git a/stepmania/src/ScreenGameplay.cpp b/stepmania/src/ScreenGameplay.cpp index a7c2479812..7abaacc43b 100644 --- a/stepmania/src/ScreenGameplay.cpp +++ b/stepmania/src/ScreenGameplay.cpp @@ -2086,7 +2086,7 @@ void ScreenGameplay::Input( const InputEventPlus &input ) * However, if this is also a style button, don't do this. (pump center = start) */ bool bHoldingGiveUp = false; - if( GAMESTATE->m_pCurStyle->GameInputToStyleInput(input.GameI) == StyleInput_INVALID ) + if( GAMESTATE->m_pCurStyle->GameInputToStyleInput(input.GameI) == Column_INVALID ) { bHoldingGiveUp |= ( START_GIVES_UP && input.MenuI.button == MENU_BUTTON_START ); bHoldingGiveUp |= ( BACK_GIVES_UP && input.MenuI.button == MENU_BUTTON_BACK ); @@ -2151,7 +2151,7 @@ void ScreenGameplay::Input( const InputEventPlus &input ) { if( input.mp != MultiPlayer_INVALID && input.type==IET_FIRST_PRESS && - iCol != StyleInput_INVALID && + iCol != Column_INVALID && GAMESTATE->IsMultiPlayerEnabled(input.mp) ) { m_vPlayerInfo[input.mp].m_pPlayer->Step( iCol, -1, input.DeviceI.ts, false, bRelease ); @@ -2163,7 +2163,7 @@ void ScreenGameplay::Input( const InputEventPlus &input ) // handle a step or battle item activate // if( input.type==IET_FIRST_PRESS && - iCol != StyleInput_INVALID && + iCol != Column_INVALID && GAMESTATE->IsHumanPlayer( input.MenuI.player ) ) { AbortGiveUp( true ); diff --git a/stepmania/src/ScreenNameEntry.cpp b/stepmania/src/ScreenNameEntry.cpp index 64ff3db5f3..24e23d4496 100644 --- a/stepmania/src/ScreenNameEntry.cpp +++ b/stepmania/src/ScreenNameEntry.cpp @@ -346,7 +346,7 @@ void ScreenNameEntry::Input( const InputEventPlus &input ) return; // ignore const int iCol = GAMESTATE->m_pCurStyle->GameInputToStyleInput( input.GameI ); - if( iCol != StyleInput_INVALID && m_bStillEnteringName[input.MenuI.player]) + if( iCol != Column_INVALID && m_bStillEnteringName[input.MenuI.player]) { int iStringIndex = m_ColToStringIndex[input.MenuI.player][iCol]; if( iStringIndex != -1 )