Stop using Input.StyleI. Just convert it when needed; the vast majority
of screens don't.
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@@ -1921,7 +1921,7 @@ void ScreenEdit::InputRecord( const InputEventPlus &input, EditButton EditB )
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if( input.MenuI.player != PLAYER_1 )
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return; // ignore
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const int iCol = input.StyleI;
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const int iCol = GAMESTATE->m_pCurStyle->GameInputToStyleInput( input.GameI );
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switch( input.type )
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{
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@@ -2077,17 +2077,19 @@ void ScreenEdit::InputPlay( const InputEventPlus &input, EditButton EditB )
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return;
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}
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if( PREFSMAN->m_AutoPlay != PC_HUMAN || input.StyleI == -1 )
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const int iCol = GAMESTATE->m_pCurStyle->GameInputToStyleInput( input.GameI );
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if( PREFSMAN->m_AutoPlay != PC_HUMAN || iCol == -1 )
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return;
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switch( input.MenuI.player )
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{
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case PLAYER_1:
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m_Player->Step( input.StyleI, -1, input.DeviceI.ts, false, input.type == IET_RELEASE );
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m_Player->Step( iCol, -1, input.DeviceI.ts, false, input.type == IET_RELEASE );
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break;
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case PLAYER_2:
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if( GAMESTATE->GetCurrentStyle()->m_StyleType == TWO_PLAYERS_SHARED_SIDES )
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m_Player->Step( input.StyleI, -1, input.DeviceI.ts, false, input.type == IET_RELEASE );
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m_Player->Step( iCol, -1, input.DeviceI.ts, false, input.type == IET_RELEASE );
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}
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}
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@@ -2086,8 +2086,11 @@ void ScreenGameplay::Input( const InputEventPlus &input )
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* However, if this is also a style button, don't do this. (pump center = start)
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*/
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bool bHoldingGiveUp = false;
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bHoldingGiveUp |= ( START_GIVES_UP && input.MenuI.button == MENU_BUTTON_START && input.StyleI == StyleInput_INVALID );
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bHoldingGiveUp |= ( BACK_GIVES_UP && input.MenuI.button == MENU_BUTTON_BACK && input.StyleI == StyleInput_INVALID );
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if( GAMESTATE->m_pCurStyle->GameInputToStyleInput(input.GameI) == StyleInput_INVALID )
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{
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bHoldingGiveUp |= ( START_GIVES_UP && input.MenuI.button == MENU_BUTTON_START );
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bHoldingGiveUp |= ( BACK_GIVES_UP && input.MenuI.button == MENU_BUTTON_BACK );
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}
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if( bHoldingGiveUp )
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{
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@@ -2142,15 +2145,16 @@ void ScreenGameplay::Input( const InputEventPlus &input )
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}
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bool bRelease = input.type == IET_RELEASE;
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const int iCol = GAMESTATE->m_pCurStyle->GameInputToStyleInput( input.GameI );
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if( GAMESTATE->m_bMultiplayer )
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{
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if( input.mp != MultiPlayer_INVALID &&
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input.type==IET_FIRST_PRESS &&
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input.StyleI != StyleInput_INVALID &&
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iCol != StyleInput_INVALID &&
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GAMESTATE->IsMultiPlayerEnabled(input.mp) )
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{
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m_vPlayerInfo[input.mp].m_pPlayer->Step( input.StyleI, -1, input.DeviceI.ts, false, bRelease );
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m_vPlayerInfo[input.mp].m_pPlayer->Step( iCol, -1, input.DeviceI.ts, false, bRelease );
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}
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}
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else
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@@ -2159,7 +2163,7 @@ void ScreenGameplay::Input( const InputEventPlus &input )
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// handle a step or battle item activate
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//
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if( input.type==IET_FIRST_PRESS &&
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input.StyleI != StyleInput_INVALID &&
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iCol != StyleInput_INVALID &&
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GAMESTATE->IsHumanPlayer( input.MenuI.player ) )
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{
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AbortGiveUp( true );
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@@ -2167,7 +2171,7 @@ void ScreenGameplay::Input( const InputEventPlus &input )
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if( PREFSMAN->m_AutoPlay == PC_HUMAN )
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{
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PlayerInfo& pi = GetPlayerInfoForInput( input );
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pi.m_pPlayer->Step( input.StyleI, -1, input.DeviceI.ts, false, bRelease );
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pi.m_pPlayer->Step( iCol, -1, input.DeviceI.ts, false, bRelease );
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}
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}
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}
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@@ -345,15 +345,16 @@ void ScreenNameEntry::Input( const InputEventPlus &input )
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if( input.type != IET_FIRST_PRESS )
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return; // ignore
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if( input.StyleI != StyleInput_INVALID && m_bStillEnteringName[input.MenuI.player])
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const int iCol = GAMESTATE->m_pCurStyle->GameInputToStyleInput( input.GameI );
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if( iCol != StyleInput_INVALID && m_bStillEnteringName[input.MenuI.player])
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{
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int iStringIndex = m_ColToStringIndex[input.MenuI.player][input.StyleI];
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int iStringIndex = m_ColToStringIndex[input.MenuI.player][iCol];
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if( iStringIndex != -1 )
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{
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m_ReceptorArrowRow[input.MenuI.player].Step( input.StyleI, TNS_W1 );
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m_ReceptorArrowRow[input.MenuI.player].Step( iCol, TNS_W1 );
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m_soundStep.Play();
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char c = NAME_CHARS[GetClosestCharIndex(m_fFakeBeat)];
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m_textSelectedChars[input.MenuI.player][input.StyleI].SetText( ssprintf("%c",c) );
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m_textSelectedChars[input.MenuI.player][iCol].SetText( ssprintf("%c",c) );
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m_sSelectedName[input.MenuI.player][iStringIndex] = c;
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}
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}
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