Use doubles track spacing and revert m_iInputColumn.
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@@ -1285,29 +1285,29 @@ static 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_1, -DANCE_COL_SPACING*4.0f, NULL },
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{ TRACK_1, -DANCE_COL_SPACING*3.5f, NULL },
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{ TRACK_2, -DANCE_COL_SPACING*3.0f, NULL },
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{ TRACK_2, -DANCE_COL_SPACING*2.5f, NULL },
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{ TRACK_3, -DANCE_COL_SPACING*2.0f, NULL },
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{ TRACK_3, -DANCE_COL_SPACING*1.5f, NULL },
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{ TRACK_4, -DANCE_COL_SPACING*1.0f, NULL },
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{ TRACK_4, -DANCE_COL_SPACING*0.5f, NULL },
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{ TRACK_5, +DANCE_COL_SPACING*1.0f, NULL },
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{ TRACK_5, +DANCE_COL_SPACING*0.5f, NULL },
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{ TRACK_6, +DANCE_COL_SPACING*2.0f, NULL },
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{ TRACK_6, +DANCE_COL_SPACING*1.5f, NULL },
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{ TRACK_7, +DANCE_COL_SPACING*3.0f, NULL },
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{ TRACK_7, +DANCE_COL_SPACING*2.5f, NULL },
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{ TRACK_8, +DANCE_COL_SPACING*4.0f, NULL },
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{ TRACK_8, +DANCE_COL_SPACING*3.5f, NULL },
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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, -DANCE_COL_SPACING*4.0f, NULL },
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{ TRACK_1, -DANCE_COL_SPACING*3.5f, NULL },
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{ TRACK_2, -DANCE_COL_SPACING*3.0f, NULL },
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{ TRACK_2, -DANCE_COL_SPACING*2.5f, NULL },
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{ TRACK_3, -DANCE_COL_SPACING*2.0f, NULL },
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{ TRACK_3, -DANCE_COL_SPACING*1.5f, NULL },
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{ TRACK_4, -DANCE_COL_SPACING*1.0f, NULL },
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{ TRACK_4, -DANCE_COL_SPACING*0.5f, NULL },
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{ TRACK_5, +DANCE_COL_SPACING*1.0f, NULL },
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{ TRACK_5, +DANCE_COL_SPACING*0.5f, NULL },
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{ TRACK_6, +DANCE_COL_SPACING*2.0f, NULL },
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{ TRACK_6, +DANCE_COL_SPACING*1.5f, NULL },
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{ TRACK_7, +DANCE_COL_SPACING*3.0f, NULL },
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{ TRACK_7, +DANCE_COL_SPACING*2.5f, NULL },
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{ TRACK_8, +DANCE_COL_SPACING*4.0f, NULL },
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{ TRACK_8, +DANCE_COL_SPACING*3.5f, NULL },
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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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{ 0, 3, 2, 1, 4, 7, 6, 5, Style::END_MAPPING },
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{ 0, 3, 2, 1, Style::END_MAPPING },
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{ 0, 3, 2, 1, 4, 7, 6, 5, Style::END_MAPPING }
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{ 4, 7, 6, 5, Style::END_MAPPING }
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},
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},
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{ // m_iColumnDrawOrder[MAX_COLS_PER_PLAYER];
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{ // m_iColumnDrawOrder[MAX_COLS_PER_PLAYER];
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0,1,2,3,4,5,6,7
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0,1,2,3,4,5,6,7
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