InputMapper::IsButtonDown -> IsBeingPressed, to match InputFilter::IsBeingPressed
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@@ -802,7 +802,7 @@ void InputMapper::MenuToGame( const MenuInput &MenuI, GameInput GameIout[4] )
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}
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bool InputMapper::IsButtonDown( const GameInput &GameI, MultiPlayer mp )
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bool InputMapper::IsBeingPressed( const GameInput &GameI, MultiPlayer mp )
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{
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for( int i=0; i<NUM_GAME_TO_DEVICE_SLOTS; i++ )
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{
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@@ -820,22 +820,22 @@ bool InputMapper::IsButtonDown( const GameInput &GameI, MultiPlayer mp )
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return false;
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}
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bool InputMapper::IsButtonDown( const MenuInput &MenuI )
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bool InputMapper::IsBeingPressed( const MenuInput &MenuI )
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{
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GameInput GameI[4];
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MenuToGame( MenuI, GameI );
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for( int i=0; i<4; i++ )
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if( GameI[i].IsValid() && IsButtonDown(GameI[i]) )
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if( GameI[i].IsValid() && IsBeingPressed(GameI[i]) )
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return true;
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return false;
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}
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bool InputMapper::IsButtonDown( const StyleInput &StyleI, MultiPlayer mp )
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bool InputMapper::IsBeingPressed( const StyleInput &StyleI, MultiPlayer mp )
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{
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GameInput GameI;
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StyleToGame( StyleI, GameI );
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return IsButtonDown( GameI, mp );
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return IsBeingPressed( GameI, mp );
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}
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