use input.pn
This commit is contained in:
@@ -24,7 +24,6 @@
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#include "RageDisplay.h"
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#include "RageDisplay.h"
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#include "StepMania.h"
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#include "StepMania.h"
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#include "CryptManager.h"
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#include "CryptManager.h"
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#include "Style.h"
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#include "MemoryCardManager.h"
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#include "MemoryCardManager.h"
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#include "PlayerState.h"
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#include "PlayerState.h"
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#include "CommonMetrics.h"
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#include "CommonMetrics.h"
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@@ -851,7 +850,7 @@ void ScreenEvaluation::Input( const InputEventPlus &input )
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if( CodeDetector::EnteredCode(input.GameI.controller, CODE_SAVE_SCREENSHOT1) ||
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if( CodeDetector::EnteredCode(input.GameI.controller, CODE_SAVE_SCREENSHOT1) ||
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CodeDetector::EnteredCode(input.GameI.controller, CODE_SAVE_SCREENSHOT2) )
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CodeDetector::EnteredCode(input.GameI.controller, CODE_SAVE_SCREENSHOT2) )
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{
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{
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PlayerNumber pn = GAMESTATE->GetCurrentStyle()->ControllerToPlayerNumber( input.GameI.controller );
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PlayerNumber pn = input.pn;
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if( !m_bSavedScreenshot[pn] && // only allow one screenshot
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if( !m_bSavedScreenshot[pn] && // only allow one screenshot
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PROFILEMAN->IsPersistentProfile(pn) )
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PROFILEMAN->IsPersistentProfile(pn) )
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{
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{
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@@ -254,7 +254,7 @@ void ScreenEz2SelectMusic::Input( const InputEventPlus &input )
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if( m_bMadeChoice )
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if( m_bMadeChoice )
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return;
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return;
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PlayerNumber pn = GAMESTATE->GetCurrentStyle()->ControllerToPlayerNumber( input.GameI.controller );
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PlayerNumber pn = input.pn;
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if( CodeDetector::EnteredEasierDifficulty(input.GameI.controller) )
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if( CodeDetector::EnteredEasierDifficulty(input.GameI.controller) )
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{
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{
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@@ -10,7 +10,6 @@
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#include "PrefsManager.h"
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#include "PrefsManager.h"
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#include "CodeDetector.h"
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#include "CodeDetector.h"
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#include "ScreenDimensions.h"
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#include "ScreenDimensions.h"
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#include "Style.h"
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#include "PlayerState.h"
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#include "PlayerState.h"
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#include "Foreach.h"
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#include "Foreach.h"
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#include "InputEventPlus.h"
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#include "InputEventPlus.h"
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@@ -95,7 +94,7 @@ void ScreenPlayerOptions::Input( const InputEventPlus &input )
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}
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}
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}
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}
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PlayerNumber pn = GAMESTATE->GetCurrentStyle()->ControllerToPlayerNumber( input.GameI.controller );
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PlayerNumber pn = input.pn;
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if( GAMESTATE->IsHumanPlayer(pn) && CodeDetector::EnteredCode(input.GameI.controller,CODE_CANCEL_ALL_PLAYER_OPTIONS) )
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if( GAMESTATE->IsHumanPlayer(pn) && CodeDetector::EnteredCode(input.GameI.controller,CODE_CANCEL_ALL_PLAYER_OPTIONS) )
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{
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{
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// apply the game default mods, but not the Profile saved mods
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// apply the game default mods, but not the Profile saved mods
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@@ -4,7 +4,6 @@
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#include "GameSoundManager.h"
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#include "GameSoundManager.h"
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#include "GameConstantsAndTypes.h"
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#include "GameConstantsAndTypes.h"
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#include "GameState.h"
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#include "GameState.h"
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#include "Style.h"
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#include "ThemeManager.h"
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#include "ThemeManager.h"
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#include "ScreenDimensions.h"
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#include "ScreenDimensions.h"
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#include "ActorUtil.h"
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#include "ActorUtil.h"
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@@ -113,18 +112,13 @@ void ScreenPrompt::Input( const InputEventPlus &input )
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if( input.DeviceI.device==DEVICE_KEYBOARD && input.type==IET_FIRST_PRESS )
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if( input.DeviceI.device==DEVICE_KEYBOARD && input.type==IET_FIRST_PRESS )
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{
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{
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PlayerNumber pn;
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if( GAMESTATE->GetCurrentStyle() == NULL )
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pn = (PlayerNumber)input.GameI.controller;
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else
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pn = GAMESTATE->GetCurrentStyle()->ControllerToPlayerNumber( input.GameI.controller );
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switch( input.DeviceI.button )
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switch( input.DeviceI.button )
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{
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{
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case KEY_LEFT:
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case KEY_LEFT:
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this->MenuLeft( pn );
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this->MenuLeft( input.pn );
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return;
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return;
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case KEY_RIGHT:
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case KEY_RIGHT:
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this->MenuRight( pn );
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this->MenuRight( input.pn );
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return;
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return;
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}
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}
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}
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}
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