prettier test input
don't show secondary mappings if OnlyDedicatedMenuButtons is on
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@@ -2703,11 +2703,8 @@ CString GameManager::GetMenuButtonSecondaryFunction( const Game *pGame, GameButt
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* it) and/or map to a menu button (if m_DedicatedMenuButton or m_SecondaryMenuButton
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* map to it).
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*
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* If a button is only used in gameplay, return ""; the primary description is
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* sufficient.
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*
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* If a button is only used in menus, return "(dedicated)" if any other button
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* maps to the same MenuButton; otherwise return "".
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* If a button is only used in gameplay or is only used in menus, return ""; the
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* primary description is sufficient.
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*
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* If a button is used in both gameplay and menus, return szSecondaryNames[] for
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* the MenuButton.
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@@ -2728,26 +2725,20 @@ CString GameManager::GetMenuButtonSecondaryFunction( const Game *pGame, GameButt
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static const char *szSecondaryNames[NUM_MENU_BUTTONS] =
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{
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"(MenuLeft)",
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"(MenuRight)",
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"(MenuUp)",
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"(MenuDown)",
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"(MenuStart)",
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"(MenuBack)",
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"(Coin)",
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"(Operator)"
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"MenuLeft",
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"MenuRight",
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"MenuUp",
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"MenuDown",
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"MenuStart",
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"MenuBack",
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"Coin",
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"Operator"
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};
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FOREACH_MenuButton(m)
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{
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if( !bUsedInGameplay && pGame->m_DedicatedMenuButton[m] == gb )
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{
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if( pGame->m_SecondaryMenuButton[m] == pGame->m_DedicatedMenuButton[m] ||
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pGame->m_SecondaryMenuButton[m] == GAME_BUTTON_INVALID )
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return "";
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else
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return "(dedicated)";
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}
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return "";
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else if( bUsedInGameplay && pGame->m_SecondaryMenuButton[m] == gb )
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return szSecondaryNames[m];
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}
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