remove MenuInput.IsValid(); if invalid, the button is simply MenuButton_INVALID
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@@ -356,8 +356,6 @@ bool ScreenEdit::DeviceToEdit( const DeviceInput &DeviceI, EditButton &button )
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/* Given a DeviceInput that was just depressed, return an active edit function. */
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bool ScreenEdit::MenuInputToEditButton( const MenuInput &MenuI, EditButton &button ) const
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{
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ASSERT( MenuI.IsValid() );
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const MapEditButtonToMenuButton *pCurrentMap = GetCurrentMenuButtonMap();
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FOREACH_EditButton(e)
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@@ -1088,8 +1086,7 @@ void ScreenEdit::Input( const InputEventPlus &input )
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EditButton EditB;
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if( !DeviceToEdit( input.DeviceI, EditB ) )
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if( input.MenuI.IsValid() )
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MenuInputToEditButton( input.MenuI, EditB );
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MenuInputToEditButton( input.MenuI, EditB );
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if( EditB == EDIT_BUTTON_REMOVE_NOTE )
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