cleanup
fix hold notes on 2p side
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@@ -43,6 +43,9 @@ GameInput Style::StyleInputToGameInput( const StyleInput& StyleI ) const
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FOREACH_GameController(gc)
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FOREACH_GameController(gc)
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{
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{
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if( this->m_StyleType != ONE_PLAYER_TWO_SIDES && gc != (int) StyleI.player )
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continue;
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for( int i = 0; i < m_pGame->m_iButtonsPerController && m_iInputColumn[gc][i] != END_MAPPING; ++i )
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for( int i = 0; i < m_pGame->m_iButtonsPerController && m_iInputColumn[gc][i] != END_MAPPING; ++i )
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if( m_iInputColumn[gc][i] == StyleI.col )
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if( m_iInputColumn[gc][i] == StyleI.col )
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return GameInput( gc, i );
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return GameInput( gc, i );
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@@ -62,12 +65,7 @@ StyleInput Style::GameInputToStyleInput( const GameInput &GameI ) const
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if( m_iInputColumn[GameI.controller][i] == END_MAPPING )
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if( m_iInputColumn[GameI.controller][i] == END_MAPPING )
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return SI; // Return invalid.
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return SI; // Return invalid.
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SI = StyleInput( (PlayerNumber) GameI.controller, m_iInputColumn[GameI.controller][GameI.button] );
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SI = StyleInput( ControllerToPlayerNumber(GameI.controller), m_iInputColumn[GameI.controller][GameI.button] );
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// HACK: Looking up the player number using m_ColumnInfo
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// returns the wrong answer for ONE_PLAYER_TWO_SIDES styles
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if( m_StyleType == ONE_PLAYER_TWO_SIDES )
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SI.player = GAMESTATE->m_MasterPlayerNumber;
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return SI;
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return SI;
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}
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}
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