remove InputMapper::IsBeingPressed(StyleI)
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@@ -542,6 +542,8 @@ void Player::Update( float fDeltaTime )
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// TODO: Remove use of PlayerNumber.
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PlayerNumber pn = m_pPlayerState->m_PlayerNumber;
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GameInput GameI;
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INPUTMAPPER->StyleToGame( col, m_pPlayerState->m_PlayerNumber, GameI );
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bool bIsHoldingButton = INPUTMAPPER->IsBeingPressed( col, pn );
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// TODO: Make this work for non-human-controlled players
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@@ -620,7 +622,9 @@ void Player::Update( float fDeltaTime )
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}
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else
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{
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bIsHoldingButton = INPUTMAPPER->IsBeingPressed( iTrack, pn, m_pPlayerState->m_mp );
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GameInput GameI;
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INPUTMAPPER->StyleToGame( iTrack, pn, GameI );
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bIsHoldingButton = INPUTMAPPER->IsBeingPressed( GameI, m_pPlayerState->m_mp );
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}
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int iEndRow = iRow + tn.iDuration;
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@@ -1497,7 +1501,9 @@ void Player::CrossedMineRow( int iNoteRow, const RageTimer &now )
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}
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else
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{
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bool bIsDown = INPUTMAPPER->IsBeingPressed( t, pn, m_pPlayerState->m_mp );
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GameInput GameI;
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INPUTMAPPER->StyleToGame( t, pn, GameI );
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bool bIsDown = INPUTMAPPER->IsBeingPressed( GameI, m_pPlayerState->m_mp );
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if( bIsDown )
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Step( t, iNoteRow, now, true, false );
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}
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