small comment/cleanup
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@@ -848,7 +848,7 @@ void ScreenSelectMusic::HandleMessage( const Message &msg )
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if( m_bRunning && msg == Message_PlayerJoined )
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{
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// The current steps may no longer be playable. If one player has double
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// steps selected, they are no longer playable now that P2 has joined.
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// steps selected, they are no longer playable now that P2 has joined.
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// TODO: Invalidate the CurSteps only if they are no longer playable.
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// That way, after music change will clamp to the nearest in the StepsDisplayList.
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@@ -889,7 +889,7 @@ void ScreenSelectMusic::HandleMessage( const Message &msg )
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GAMESTATE->m_pCurSteps[pn].Set( pSteps );
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}
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}
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ScreenWithMenuElements::HandleMessage( msg );
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}
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@@ -972,9 +972,10 @@ void ScreenSelectMusic::MenuStart( const InputEventPlus &input )
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if( input.type != IET_FIRST_PRESS )
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return;
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/* If select is being pressed, this is probably an attempt to change the
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* sort, not to pick a song or difficulty. If it gets here, the actual
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* select press was probably hit during a tween and ignored. Ignore it. */
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/* If select is being pressed at the same time, this is probably an attempt
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* to change the sort, not to pick a song or difficulty. If it gets here,
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* the actual select press was probably hit during a tween and ignored.
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* Ignore it. */
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if( input.pn != PLAYER_INVALID && INPUTMAPPER->IsBeingPressed(GAME_BUTTON_SELECT, input.pn) )
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return;
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