cleanup
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@@ -108,11 +108,17 @@ protected:
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vector<OptionRow*> m_pRows;
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vector<OptionRow*> m_pRows;
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Navigation m_OptionsNavigation;
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Navigation m_OptionsNavigation;
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InputMode m_InputMode;
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int m_iCurrentRow[NUM_PLAYERS];
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int m_iCurrentRow[NUM_PLAYERS];
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int m_iFocusX[NUM_PLAYERS];
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int m_iFocusX[NUM_PLAYERS];
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bool m_bWasOnExit[NUM_PLAYERS];
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float m_fLockInputSecs;
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InputMode m_InputMode;
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// TRICKY: People hold Start to get to PlayerOptions, then
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// the repeat events cause them to zip to the bottom. So, ignore
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// Start repeat events until we've seen one first pressed event.
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bool m_bGotAtLeastOneStartPressed[NUM_PLAYERS];
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ActorFrame m_framePage;
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ActorFrame m_framePage;
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AutoActor m_sprPage;
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AutoActor m_sprPage;
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@@ -125,17 +131,10 @@ protected:
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DualScrollBar m_ScrollBar;
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DualScrollBar m_ScrollBar;
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AutoActor m_sprMore;
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AutoActor m_sprMore;
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bool m_bWasOnExit[NUM_PLAYERS];
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float m_fLockInputSecs;
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// show if the current selections will disqualify a high score
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// show if the current selections will disqualify a high score
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AutoActor m_sprDisqualify[NUM_PLAYERS];
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AutoActor m_sprDisqualify[NUM_PLAYERS];
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// TRICKY: People hold Start to get to PlayerOptions, then
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// the repeat events cause them to zip to the bottom. So, ignore
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// Start repeat events until we've seen one first pressed event.
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bool m_bGotAtLeastOneStartPressed[NUM_PLAYERS];
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RageSound m_SoundChangeCol;
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RageSound m_SoundChangeCol;
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RageSound m_SoundNextRow;
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RageSound m_SoundNextRow;
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RageSound m_SoundPrevRow;
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RageSound m_SoundPrevRow;
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