StyleInput_INVALID -> Column_INVALID
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@@ -2086,7 +2086,7 @@ void ScreenGameplay::Input( const InputEventPlus &input )
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* However, if this is also a style button, don't do this. (pump center = start)
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*/
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bool bHoldingGiveUp = false;
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if( GAMESTATE->m_pCurStyle->GameInputToStyleInput(input.GameI) == StyleInput_INVALID )
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if( GAMESTATE->m_pCurStyle->GameInputToStyleInput(input.GameI) == Column_INVALID )
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{
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bHoldingGiveUp |= ( START_GIVES_UP && input.MenuI.button == MENU_BUTTON_START );
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bHoldingGiveUp |= ( BACK_GIVES_UP && input.MenuI.button == MENU_BUTTON_BACK );
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@@ -2151,7 +2151,7 @@ void ScreenGameplay::Input( const InputEventPlus &input )
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{
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if( input.mp != MultiPlayer_INVALID &&
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input.type==IET_FIRST_PRESS &&
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iCol != StyleInput_INVALID &&
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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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@@ -2163,7 +2163,7 @@ void ScreenGameplay::Input( const InputEventPlus &input )
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// handle a step or battle item activate
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//
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if( input.type==IET_FIRST_PRESS &&
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iCol != StyleInput_INVALID &&
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iCol != Column_INVALID &&
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GAMESTATE->IsHumanPlayer( input.MenuI.player ) )
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{
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AbortGiveUp( true );
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