small cleanup
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@@ -95,7 +95,7 @@ void ScreenSelectMusic::Init()
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m_GameButtonPreviousSong = INPUTMAPPER->GetInputScheme()->ButtonNameToIndex( THEME->GetMetric(m_sName,"PreviousSongButton") );
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m_GameButtonNextSong = INPUTMAPPER->GetInputScheme()->ButtonNameToIndex( THEME->GetMetric(m_sName,"NextSongButton") );
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//Ask for those only if changing steps with gamebuttons is allowed -DaisuMaster
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if( CHANGE_STEPS_WITH_GAME_BUTTONS )
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{
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@@ -550,7 +550,7 @@ void ScreenSelectMusic::Input( const InputEventPlus &input )
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m_bAcceptSelectRelease[input.pn] = false;
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return;
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}
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if( m_SelectionState == SelectionState_SelectingSong &&
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(input.MenuI == m_GameButtonNextSong || input.MenuI == m_GameButtonPreviousSong || input.MenuI == GAME_BUTTON_SELECT) )
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{
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@@ -626,21 +626,21 @@ void ScreenSelectMusic::Input( const InputEventPlus &input )
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// To allow changing steps with gamebuttons, NOT WITH THE GODDAMN CODEDETECTOR
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// yeah, wanted this since a while ago... -DaisuMaster
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if(CHANGE_STEPS_WITH_GAME_BUTTONS)
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if( CHANGE_STEPS_WITH_GAME_BUTTONS )
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{
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// avoid anything not being just press (read: release or repeat/hold)
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if(input.type != IET_FIRST_PRESS)
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if( input.type != IET_FIRST_PRESS )
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return;
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if(m_SelectionState == SelectionState_SelectingSong)
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if( m_SelectionState == SelectionState_SelectingSong )
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{
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if(input.MenuI == m_GameButtonPreviousDifficulty)
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if (input.MenuI == m_GameButtonPreviousDifficulty )
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{
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ChangeSteps(input.pn, -1);
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ChangeSteps( input.pn, -1 );
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}
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else if( input.MenuI == m_GameButtonNextDifficulty )
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{
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ChangeSteps(input.pn, +1);
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ChangeSteps( input.pn, +1 );
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}
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}
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}
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@@ -743,7 +743,7 @@ bool ScreenSelectMusic::DetectCodes( const InputEventPlus &input )
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{
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if( GAMESTATE->IsAnExtraStageAndSelectionLocked() )
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m_soundLocked.Play();
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else
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else
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ChangeSteps( input.pn, +1 );
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}
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else if( CodeDetector::EnteredModeMenu(input.GameI.controller) )
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