GetCurrentStyle()
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@@ -399,7 +399,7 @@ void ScreenGameplay::Init( bool bUseSongBackgroundAndForeground )
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PROFILEMAN->IncrementCoursePlayCount( GAMESTATE->m_pCurCourse, GAMESTATE->m_pCurTrail[p], p );
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STATSMAN->m_CurStageStats.playMode = GAMESTATE->m_PlayMode;
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STATSMAN->m_CurStageStats.pStyle = GAMESTATE->m_pCurStyle;
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STATSMAN->m_CurStageStats.pStyle = GAMESTATE->GetCurrentStyle();
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/* Record combo rollover. */
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FOREACH_EnabledPlayerInfoNotDummy( m_vPlayerInfo, pi )
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@@ -2110,7 +2110,7 @@ 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->GameInputToColumn(input.GameI) == Column_INVALID )
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if( GAMESTATE->GetCurrentStyle()->GameInputToColumn(input.GameI) == Column_INVALID )
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{
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bHoldingGiveUp |= ( START_GIVES_UP && input.MenuI == MENU_BUTTON_START );
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bHoldingGiveUp |= ( BACK_GIVES_UP && input.MenuI == MENU_BUTTON_BACK );
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@@ -2169,7 +2169,7 @@ void ScreenGameplay::Input( const InputEventPlus &input )
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}
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bool bRelease = input.type == IET_RELEASE;
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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( GAMESTATE->m_bMultiplayer )
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{
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