MENU_BUTTON_ -> GAME_BUTTON_
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@@ -2109,8 +2109,8 @@ void ScreenGameplay::Input( const InputEventPlus &input )
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if( m_bPaused )
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{
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/* If we're paused, only accept MENU_BUTTON_START to unpause. */
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if( GAMESTATE->IsHumanPlayer(input.pn) && input.MenuI == MENU_BUTTON_START && input.type == IET_FIRST_PRESS )
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/* If we're paused, only accept GAME_BUTTON_START to unpause. */
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if( GAMESTATE->IsHumanPlayer(input.pn) && input.MenuI == GAME_BUTTON_START && input.type == IET_FIRST_PRESS )
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{
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if( m_PauseController == GameController_Invalid || m_PauseController == input.GameI.controller )
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this->PauseGame( false );
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@@ -2131,8 +2131,8 @@ void ScreenGameplay::Input( const InputEventPlus &input )
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bool bHoldingGiveUp = false;
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if( GAMESTATE->GetCurrentStyle()->GameInputToColumn(input.GameI) == Column_Invalid )
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{
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bHoldingGiveUp |= ( START_GIVES_UP && input.MenuI == MENU_BUTTON_START );
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bHoldingGiveUp |= ( BACK_GIVES_UP && input.MenuI == MENU_BUTTON_BACK );
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bHoldingGiveUp |= ( START_GIVES_UP && input.MenuI == GAME_BUTTON_START );
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bHoldingGiveUp |= ( BACK_GIVES_UP && input.MenuI == GAME_BUTTON_BACK );
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}
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if( bHoldingGiveUp )
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@@ -2155,12 +2155,12 @@ void ScreenGameplay::Input( const InputEventPlus &input )
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return;
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}
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/* Only handle MENU_BUTTON_BACK as a regular BACK button if BACK_GIVES_UP is
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/* Only handle GAME_BUTTON_BACK as a regular BACK button if BACK_GIVES_UP is
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* disabled. */
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bool bHoldingBack = false;
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if( GAMESTATE->GetCurrentStyle()->GameInputToColumn(input.GameI) == Column_Invalid )
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{
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bHoldingBack |= input.MenuI == MENU_BUTTON_BACK && !BACK_GIVES_UP;
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bHoldingBack |= input.MenuI == GAME_BUTTON_BACK && !BACK_GIVES_UP;
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}
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if( bHoldingBack )
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