use column-specific names to rename "scratch"
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@@ -106,6 +106,9 @@ void Game::MenuInputToGameInput( MenuInput MenuI, GameInput GameIout[4] ) const
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CString Game::ColToButtonName( int col ) const
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CString Game::ColToButtonName( int col ) const
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{
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{
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const Style* pStyle = GAMESTATE->GetCurrentStyle();
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const Style* pStyle = GAMESTATE->GetCurrentStyle();
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const char *pzColumnName = pStyle->m_ColumnInfo[PLAYER_1][col].pzName;
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if( pzColumnName != NULL )
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return pzColumnName;
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StyleInput SI( PLAYER_1, col );
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StyleInput SI( PLAYER_1, col );
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GameInput GI = pStyle->StyleInputToGameInput( SI );
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GameInput GI = pStyle->StyleInputToGameInput( SI );
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@@ -1938,7 +1938,7 @@ Style g_Styles[] =
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{ TRACK_3, -BM_COL_SPACING*0.5f },
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{ TRACK_3, -BM_COL_SPACING*0.5f },
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{ TRACK_4, +BM_COL_SPACING*0.5f },
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{ TRACK_4, +BM_COL_SPACING*0.5f },
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{ TRACK_5, +BM_COL_SPACING*1.5f },
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{ TRACK_5, +BM_COL_SPACING*1.5f },
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{ TRACK_6, +BM_COL_SPACING*3.0f },
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{ TRACK_6, +BM_COL_SPACING*3.0f, "scratch" },
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},
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},
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{ // PLAYER_2
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{ // PLAYER_2
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{ TRACK_1, -BM_COL_SPACING*2.5f },
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{ TRACK_1, -BM_COL_SPACING*2.5f },
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@@ -1946,7 +1946,7 @@ Style g_Styles[] =
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{ TRACK_3, -BM_COL_SPACING*0.5f },
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{ TRACK_3, -BM_COL_SPACING*0.5f },
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{ TRACK_4, +BM_COL_SPACING*0.5f },
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{ TRACK_4, +BM_COL_SPACING*0.5f },
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{ TRACK_5, +BM_COL_SPACING*1.5f },
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{ TRACK_5, +BM_COL_SPACING*1.5f },
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{ TRACK_6, +BM_COL_SPACING*3.0f },
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{ TRACK_6, +BM_COL_SPACING*3.0f, "scratch" },
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},
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},
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},
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},
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{ // m_iInputColumn[MAX_GAME_CONTROLLERS][MAX_GAME_BUTTONS]
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{ // m_iInputColumn[MAX_GAME_CONTROLLERS][MAX_GAME_BUTTONS]
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@@ -1976,13 +1976,13 @@ Style g_Styles[] =
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{ TRACK_3, -BM_COL_SPACING*4.0f },
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{ TRACK_3, -BM_COL_SPACING*4.0f },
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{ TRACK_4, -BM_COL_SPACING*3.0f },
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{ TRACK_4, -BM_COL_SPACING*3.0f },
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{ TRACK_5, -BM_COL_SPACING*2.0f },
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{ TRACK_5, -BM_COL_SPACING*2.0f },
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{ TRACK_6, -BM_COL_SPACING*1.5f },
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{ TRACK_6, -BM_COL_SPACING*1.5f, "scratch" },
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{ TRACK_7, +BM_COL_SPACING*0.5f },
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{ TRACK_7, +BM_COL_SPACING*0.5f },
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{ TRACK_8, +BM_COL_SPACING*1.5f },
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{ TRACK_8, +BM_COL_SPACING*1.5f },
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{ TRACK_9, +BM_COL_SPACING*2.5f },
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{ TRACK_9, +BM_COL_SPACING*2.5f },
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{ TRACK_10, +BM_COL_SPACING*3.5f },
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{ TRACK_10, +BM_COL_SPACING*3.5f },
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{ TRACK_11, +BM_COL_SPACING*4.5f },
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{ TRACK_11, +BM_COL_SPACING*4.5f },
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{ TRACK_12, +BM_COL_SPACING*6.0f },
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{ TRACK_12, +BM_COL_SPACING*6.0f, "scratch" },
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},
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},
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{ // PLAYER_2
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{ // PLAYER_2
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{ TRACK_1, -BM_COL_SPACING*6.0f },
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{ TRACK_1, -BM_COL_SPACING*6.0f },
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@@ -1990,13 +1990,13 @@ Style g_Styles[] =
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{ TRACK_3, -BM_COL_SPACING*4.0f },
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{ TRACK_3, -BM_COL_SPACING*4.0f },
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{ TRACK_4, -BM_COL_SPACING*3.0f },
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{ TRACK_4, -BM_COL_SPACING*3.0f },
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{ TRACK_5, -BM_COL_SPACING*2.0f },
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{ TRACK_5, -BM_COL_SPACING*2.0f },
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{ TRACK_6, -BM_COL_SPACING*1.5f },
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{ TRACK_6, -BM_COL_SPACING*1.5f, "scratch" },
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{ TRACK_7, +BM_COL_SPACING*0.5f },
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{ TRACK_7, +BM_COL_SPACING*0.5f },
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{ TRACK_8, +BM_COL_SPACING*1.5f },
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{ TRACK_8, +BM_COL_SPACING*1.5f },
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{ TRACK_9, +BM_COL_SPACING*2.5f },
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{ TRACK_9, +BM_COL_SPACING*2.5f },
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{ TRACK_10, +BM_COL_SPACING*3.5f },
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{ TRACK_10, +BM_COL_SPACING*3.5f },
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{ TRACK_11, +BM_COL_SPACING*4.5f },
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{ TRACK_11, +BM_COL_SPACING*4.5f },
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{ TRACK_12, +BM_COL_SPACING*6.0f },
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{ TRACK_12, +BM_COL_SPACING*6.0f, "scratch" },
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},
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},
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},
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},
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{ // m_iInputColumn[MAX_GAME_CONTROLLERS][MAX_GAME_BUTTONS]
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{ // m_iInputColumn[MAX_GAME_CONTROLLERS][MAX_GAME_BUTTONS]
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@@ -2021,7 +2021,7 @@ Style g_Styles[] =
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8, // m_iColsPerPlayer
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8, // m_iColsPerPlayer
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{ // m_ColumnInfo[NUM_PLAYERS][MAX_COLS_PER_PLAYER];
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{ // m_ColumnInfo[NUM_PLAYERS][MAX_COLS_PER_PLAYER];
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{ // PLAYER_1
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{ // PLAYER_1
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{ TRACK_8, -BM_COL_SPACING*3.5f },
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{ TRACK_8, -BM_COL_SPACING*3.5f, "scratch" },
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{ TRACK_1, -BM_COL_SPACING*2.0f },
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{ TRACK_1, -BM_COL_SPACING*2.0f },
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{ TRACK_2, -BM_COL_SPACING*1.0f },
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{ TRACK_2, -BM_COL_SPACING*1.0f },
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{ TRACK_3, -BM_COL_SPACING*0.0f },
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{ TRACK_3, -BM_COL_SPACING*0.0f },
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@@ -2038,7 +2038,7 @@ Style g_Styles[] =
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{ TRACK_5, +BM_COL_SPACING*0.5f },
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{ TRACK_5, +BM_COL_SPACING*0.5f },
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{ TRACK_6, +BM_COL_SPACING*1.5f },
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{ TRACK_6, +BM_COL_SPACING*1.5f },
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{ TRACK_7, +BM_COL_SPACING*2.5f },
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{ TRACK_7, +BM_COL_SPACING*2.5f },
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{ TRACK_8, +BM_COL_SPACING*4.0f },
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{ TRACK_8, +BM_COL_SPACING*4.0f, "scratch" },
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},
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},
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},
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},
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{ // m_iInputColumn[MAX_GAME_CONTROLLERS][MAX_GAME_BUTTONS]
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{ // m_iInputColumn[MAX_GAME_CONTROLLERS][MAX_GAME_BUTTONS]
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@@ -2063,7 +2063,7 @@ Style g_Styles[] =
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16, // m_iColsPerPlayer
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16, // m_iColsPerPlayer
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{ // m_ColumnInfo[NUM_PLAYERS][MAX_COLS_PER_PLAYER];
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{ // m_ColumnInfo[NUM_PLAYERS][MAX_COLS_PER_PLAYER];
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{ // PLAYER_1
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{ // PLAYER_1
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{ TRACK_8, -BM_COL_SPACING*8.0f },
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{ TRACK_8, -BM_COL_SPACING*8.0f, "scratch" },
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{ TRACK_1, -BM_COL_SPACING*6.5f },
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{ TRACK_1, -BM_COL_SPACING*6.5f },
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{ TRACK_2, -BM_COL_SPACING*5.5f },
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{ TRACK_2, -BM_COL_SPACING*5.5f },
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{ TRACK_3, -BM_COL_SPACING*4.5f },
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{ TRACK_3, -BM_COL_SPACING*4.5f },
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@@ -2078,10 +2078,10 @@ Style g_Styles[] =
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{ TRACK_13, +BM_COL_SPACING*4.5f },
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{ TRACK_13, +BM_COL_SPACING*4.5f },
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{ TRACK_14, +BM_COL_SPACING*5.5f },
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{ TRACK_14, +BM_COL_SPACING*5.5f },
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{ TRACK_15, +BM_COL_SPACING*6.5f },
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{ TRACK_15, +BM_COL_SPACING*6.5f },
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{ TRACK_16, +BM_COL_SPACING*8.0f },
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{ TRACK_16, +BM_COL_SPACING*8.0f, "scratch" },
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},
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},
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{ // PLAYER_2
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{ // PLAYER_2
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{ TRACK_8, -BM_COL_SPACING*8.0f },
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{ TRACK_8, -BM_COL_SPACING*8.0f, "scratch" },
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{ TRACK_1, -BM_COL_SPACING*6.5f },
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{ TRACK_1, -BM_COL_SPACING*6.5f },
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{ TRACK_2, -BM_COL_SPACING*5.5f },
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{ TRACK_2, -BM_COL_SPACING*5.5f },
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{ TRACK_3, -BM_COL_SPACING*4.5f },
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{ TRACK_3, -BM_COL_SPACING*4.5f },
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@@ -2096,7 +2096,7 @@ Style g_Styles[] =
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{ TRACK_13, +BM_COL_SPACING*4.5f },
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{ TRACK_13, +BM_COL_SPACING*4.5f },
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{ TRACK_14, +BM_COL_SPACING*5.5f },
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{ TRACK_14, +BM_COL_SPACING*5.5f },
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{ TRACK_15, +BM_COL_SPACING*6.5f },
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{ TRACK_15, +BM_COL_SPACING*6.5f },
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{ TRACK_16, +BM_COL_SPACING*8.0f },
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{ TRACK_16, +BM_COL_SPACING*8.0f, "scratch" },
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},
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},
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},
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},
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{ // m_iInputColumn[MAX_GAME_CONTROLLERS][MAX_GAME_BUTTONS]
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{ // m_iInputColumn[MAX_GAME_CONTROLLERS][MAX_GAME_BUTTONS]
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@@ -38,6 +38,7 @@ public:
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{
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{
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int track; // take note data from this track
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int track; // take note data from this track
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float fXOffset; // x position of the column relative to player center
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float fXOffset; // x position of the column relative to player center
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const char *pzName; // name of this column, or NULL to use the name of a button mapped to it
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};
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};
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ColumnInfo m_ColumnInfo[NUM_PLAYERS][MAX_COLS_PER_PLAYER]; // maps each players' column to a track in the NoteData
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ColumnInfo m_ColumnInfo[NUM_PLAYERS][MAX_COLS_PER_PLAYER]; // maps each players' column to a track in the NoteData
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