don't crash if a button is pressed that's not directly mapped in the current mode (eg. EDIT_BUTTON_ADJUST_FINE)
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@@ -1135,7 +1135,6 @@ void ScreenEdit::InputEdit( const InputEventPlus &input, EditButton EditB )
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switch( EditB )
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switch( EditB )
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{
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{
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DEFAULT_FAIL( EditB );
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case EDIT_BUTTON_COLUMN_0:
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case EDIT_BUTTON_COLUMN_0:
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case EDIT_BUTTON_COLUMN_1:
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case EDIT_BUTTON_COLUMN_1:
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case EDIT_BUTTON_COLUMN_2:
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case EDIT_BUTTON_COLUMN_2:
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@@ -1928,7 +1927,6 @@ void ScreenEdit::InputRecordPaused( const InputEventPlus &input, EditButton Edit
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switch( EditB )
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switch( EditB )
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{
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{
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DEFAULT_FAIL( EditB );
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case EDIT_BUTTON_UNDO:
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case EDIT_BUTTON_UNDO:
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/* We've already actually committed changes to m_NoteDataEdit, so all we have
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/* We've already actually committed changes to m_NoteDataEdit, so all we have
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* to do to undo is Undo() as usual, and copy the note data back in. */
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* to do to undo is Undo() as usual, and copy the note data back in. */
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@@ -1982,7 +1980,6 @@ void ScreenEdit::InputPlay( const InputEventPlus &input, EditButton EditB )
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switch( EditB )
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switch( EditB )
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{
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{
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DEFAULT_FAIL( EditB );
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case EDIT_BUTTON_RETURN_TO_EDIT:
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case EDIT_BUTTON_RETURN_TO_EDIT:
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/* When exiting play mode manually, leave the cursor where it is. */
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/* When exiting play mode manually, leave the cursor where it is. */
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m_fBeatToReturnTo = GAMESTATE->m_fSongBeat;
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m_fBeatToReturnTo = GAMESTATE->m_fSongBeat;
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