pass around InputEventPlus in Screen::Input instead of multiple input structures
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@@ -18,6 +18,7 @@
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#include "StatsManager.h"
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#include "PlayerState.h"
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#include "CommonMetrics.h"
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#include "InputEventPlus.h"
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CString GetStatsLineTitle( PlayerNumber pn, EndingStatsLine line )
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@@ -237,12 +238,12 @@ void ScreenEnding::Init()
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GAMESTATE->Reset();
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}
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void ScreenEnding::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI )
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void ScreenEnding::Input( const InputEventPlus &input )
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{
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bool bIsTransitioning = m_In.IsTransitioning() || m_Out.IsTransitioning();
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if( MenuI.IsValid() && !bIsTransitioning )
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if( input.MenuI.IsValid() && !bIsTransitioning )
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{
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switch( MenuI.button )
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switch( input.MenuI.button )
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{
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case MENU_BUTTON_START:
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SCREENMAN->PostMessageToTopScreen( SM_BeginFadingOut, 0 );
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@@ -250,7 +251,7 @@ void ScreenEnding::Input( const DeviceInput& DeviceI, const InputEventType type,
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}
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}
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ScreenAttract::Input( DeviceI, type, GameI, MenuI, StyleI );
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ScreenAttract::Input( input );
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}
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/*
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