MENU_BUTTON_ -> GAME_BUTTON_
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@@ -346,7 +346,7 @@ void ScreenSelectMusic::Input( const InputEventPlus &input )
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// Handle late joining
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if( m_SelectionState != SelectionState_Finalized && input.MenuI == MENU_BUTTON_START && input.type == IET_FIRST_PRESS && GAMESTATE->JoinInput(input.pn) )
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if( m_SelectionState != SelectionState_Finalized && input.MenuI == GAME_BUTTON_START && input.type == IET_FIRST_PRESS && GAMESTATE->JoinInput(input.pn) )
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{
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// The current steps may no longer be playable. If one player has double steps
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// selected, they are no longer playable now that P2 has joined.
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@@ -385,7 +385,7 @@ void ScreenSelectMusic::Input( const InputEventPlus &input )
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// Check for "Press START again for options" button press
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if( m_SelectionState == SelectionState_Finalized &&
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input.MenuI == MENU_BUTTON_START &&
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input.MenuI == GAME_BUTTON_START &&
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input.type != IET_RELEASE &&
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OPTIONS_MENU_AVAILABLE.GetValue() )
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{
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@@ -466,15 +466,15 @@ void ScreenSelectMusic::Input( const InputEventPlus &input )
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{
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switch( input.MenuI )
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{
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case MENU_BUTTON_LEFT:
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case GAME_BUTTON_LEFT:
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ChangeDifficulty( input.pn, -1 );
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m_bAcceptSelectRelease[input.pn] = false;
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break;
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case MENU_BUTTON_RIGHT:
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case GAME_BUTTON_RIGHT:
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ChangeDifficulty( input.pn, +1 );
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m_bAcceptSelectRelease[input.pn] = false;
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break;
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case MENU_BUTTON_START:
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case GAME_BUTTON_START:
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m_bAcceptSelectRelease[input.pn] = false;
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if( MODE_MENU_AVAILABLE )
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m_MusicWheel.NextSort();
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