cleanup MultiPlayer/InputDevice mapping
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@@ -695,6 +695,16 @@ void InputMapper::ResetKeyRepeat( StyleInput StyleI )
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ResetKeyRepeat( GameI );
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}
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InputDevice InputMapper::MultiPlayerToInputDevice( MultiPlayer mp )
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{
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return (InputDevice)(mp + DEVICE_JOY1);
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}
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MultiPlayer InputMapper::InputDeviceToMultiPlayer( InputDevice id )
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{
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return (MultiPlayer)(id - DEVICE_JOY1);
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}
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/*
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* (c) 2001-2003 Chris Danford
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* All rights reserved.
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@@ -73,6 +73,9 @@ public:
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bool SecondController;
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};
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static InputDevice MultiPlayerToInputDevice( MultiPlayer mp );
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static MultiPlayer InputDeviceToMultiPlayer( InputDevice id );
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void ApplyMapping( const Mapping *maps, GameController gc, InputDevice device );
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protected:
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@@ -2200,7 +2200,7 @@ void ScreenGameplay::Input( const DeviceInput& DeviceI, const InputEventType typ
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StyleInput _StyleI;
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INPUTMAPPER->GameToStyle( _GameI, _StyleI );
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mp = (MultiPlayer)(DeviceI.device - DEVICE_JOY1);
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mp = InputMapper::InputDeviceToMultiPlayer( DeviceI.device );
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if( mp>=0 && mp<NUM_MultiPlayer )
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m_vPlayerInfo[mp].m_pPlayer->Step( _StyleI.col, DeviceI.ts );
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@@ -46,8 +46,8 @@ void ScreenJoinMultiplayer::Init()
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GAMESTATE->m_pCurStyle.Set( v[0] );
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GAMESTATE->m_PlayMode.Set( PLAY_MODE_REGULAR );
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GAMESTATE->m_bTemporaryEventMode = true;
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GAMESTATE->m_MasterPlayerNumber = PLAYER_1;
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FOREACH_MultiPlayer( p )
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{
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@@ -113,12 +113,12 @@ void ScreenJoinMultiplayer::Input( const DeviceInput& DeviceI, const InputEventT
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GameInput gi;
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INPUTMAPPER->DeviceToGame( di, gi );
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if( GameI.IsValid() )
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if( gi.IsValid() )
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{
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MenuInput mi;
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INPUTMAPPER->GameToMenu( gi, mi );
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MultiPlayer p = (MultiPlayer)(DeviceI.device - DEVICE_JOY1);
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MultiPlayer p = InputMapper::InputDeviceToMultiPlayer( DeviceI.device );
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// testing hack
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if( INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD,KEY_LSHIFT) ) )
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@@ -179,7 +179,7 @@ void ScreenJoinMultiplayer::UpdatePlayerStatus( bool bFirstUpdate )
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{
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FOREACH_MultiPlayer( p )
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{
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InputDevice id = (InputDevice)p;
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InputDevice id = InputMapper::MultiPlayerToInputDevice( p );
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InputDeviceState idsOld = m_InputDeviceState[p];
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bool bWasConnected = idsOld == InputDeviceState_Connected;
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