reverted changes to the Scroll/OnScroll method signatures.
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@@ -445,11 +445,11 @@ void GameApp::Render()
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}
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void GameApp::OnScroll(int inXVelocity, int inYVelocity, int magnitude)
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void GameApp::OnScroll(int inXVelocity, int inYVelocity)
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{
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if (mCurrentState != NULL)
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{
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mCurrentState->OnScroll(inXVelocity, inYVelocity, magnitude);
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mCurrentState->OnScroll(inXVelocity, inYVelocity);
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}
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}
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@@ -389,7 +389,7 @@ void GameStateAwards::ButtonPressed(int controllerId, int controlId)
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}
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}
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void GameStateAwards::OnScroll(int inXVelocity, int inYVelocity, int magnitude)
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void GameStateAwards::OnScroll(int inXVelocity, int inYVelocity)
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{
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if (abs(inYVelocity) > 300)
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{
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@@ -1734,8 +1734,10 @@ void GameStateDeckViewer::ButtonPressed(int controllerId, int controlId)
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}
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}
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void GameStateDeckViewer::OnScroll(int inXVelocity, int inYVelocity, int magnitude)
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void GameStateDeckViewer::OnScroll(int inXVelocity, int inYVelocity)
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{
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int magnitude = static_cast<int>( sqrtf( (float )( (inXVelocity * inXVelocity) + (inXVelocity * inXVelocity))));
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bool flickHorizontal = (abs(inXVelocity) > abs(inYVelocity));
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bool flickUp = !flickHorizontal && (inYVelocity < 0) ? true : false;
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bool flickRight = flickHorizontal && (inXVelocity > 0) ? true : false;
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@@ -931,7 +931,7 @@ void GameStateDuel::ButtonPressed(int controllerId, int controlId)
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}
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}
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void GameStateDuel::OnScroll(int inXVelocity, int inYVelocity, int magnitude)
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void GameStateDuel::OnScroll(int inXVelocity, int inYVelocity)
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{
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// ignore magnitude for now, since no action requires scrolling
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if (abs(inYVelocity) > 300)
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@@ -808,7 +808,7 @@ void GameStateShop::ButtonPressed(int controllerId, int controlId)
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menu->Close();
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}
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void GameStateShop::OnScroll(int inXVelocity, int inYVelocity, int magnitude)
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void GameStateShop::OnScroll(int inXVelocity, int inYVelocity)
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{
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// we ignore magnitude since there isn't any scrolling in the shop
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if (abs(inXVelocity) > 200)
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