GetCurrentStyle()
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@@ -874,7 +874,7 @@ void ScreenEdit::Update( float fDeltaTime )
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{
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for( int t=0; t<GAMESTATE->GetCurrentStyle()->m_iColsPerPlayer; t++ ) // for each track
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{
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GameInput GameI = GAMESTATE->m_pCurStyle->StyleInputToGameInput( t, PLAYER_1 );
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GameInput GameI = GAMESTATE->GetCurrentStyle()->StyleInputToGameInput( t, PLAYER_1 );
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float fSecsHeld = INPUTMAPPER->GetSecsHeld( GameI );
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fSecsHeld = min( fSecsHeld, m_RemoveNoteButtonLastChanged.Ago() );
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if( fSecsHeld == 0 )
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@@ -922,7 +922,7 @@ void ScreenEdit::Update( float fDeltaTime )
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bool bButtonIsBeingPressed = false;
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for( int t=0; t<GAMESTATE->GetCurrentStyle()->m_iColsPerPlayer; t++ ) // for each track
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{
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GameInput GameI = GAMESTATE->m_pCurStyle->StyleInputToGameInput( t, PLAYER_1 );
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GameInput GameI = GAMESTATE->GetCurrentStyle()->StyleInputToGameInput( t, PLAYER_1 );
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if( INPUTMAPPER->IsBeingPressed(GameI) )
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bButtonIsBeingPressed = true;
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}
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@@ -1910,7 +1910,7 @@ void ScreenEdit::InputRecord( const InputEventPlus &input, EditButton EditB )
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if( input.pn != PLAYER_1 )
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return; // ignore
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const int iCol = GAMESTATE->m_pCurStyle->GameInputToColumn( input.GameI );
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const int iCol = GAMESTATE->GetCurrentStyle()->GameInputToColumn( input.GameI );
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switch( input.type )
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{
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@@ -2064,7 +2064,7 @@ void ScreenEdit::InputPlay( const InputEventPlus &input, EditButton EditB )
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return;
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}
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const int iCol = GAMESTATE->m_pCurStyle->GameInputToColumn( input.GameI );
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const int iCol = GAMESTATE->GetCurrentStyle()->GameInputToColumn( input.GameI );
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if( PREFSMAN->m_AutoPlay != PC_HUMAN || iCol == -1 )
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return;
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