InputMapper::IsButtonDown -> IsBeingPressed, to match InputFilter::IsBeingPressed
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@@ -544,7 +544,7 @@ void Player::Update( float fDeltaTime )
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PlayerNumber pn = m_pPlayerState->m_PlayerNumber;
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const StyleInput StyleI( pn, col );
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bool bIsHoldingButton = INPUTMAPPER->IsButtonDown( StyleI );
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bool bIsHoldingButton = INPUTMAPPER->IsBeingPressed( StyleI );
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// TODO: Make this work for non-human-controlled players
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if( bIsHoldingButton && !GAMESTATE->m_bDemonstrationOrJukebox && m_pPlayerState->m_PlayerController==PC_HUMAN )
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if( m_pNoteField )
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@@ -622,7 +622,7 @@ void Player::Update( float fDeltaTime )
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else
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{
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const StyleInput StyleI( pn, iTrack );
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bIsHoldingButton = INPUTMAPPER->IsButtonDown( StyleI, m_pPlayerState->m_mp );
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bIsHoldingButton = INPUTMAPPER->IsBeingPressed( StyleI, m_pPlayerState->m_mp );
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}
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int iEndRow = iRow + tn.iDuration;
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@@ -1501,7 +1501,7 @@ 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->IsButtonDown( StyleI, m_pPlayerState->m_mp );
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bool bIsDown = INPUTMAPPER->IsBeingPressed( StyleI, 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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