StyleInput_INVALID -> Column_INVALID

This commit is contained in:
Glenn Maynard
2006-09-13 09:14:03 +00:00
parent 1c92617072
commit 9da4770fe0
3 changed files with 5 additions and 5 deletions
+3 -3
View File
@@ -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 );