sm-ssc v1.0 Public Beta 1 code changes
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+30
-57
@@ -1216,52 +1216,25 @@ int main(int argc, char* argv[])
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CodeDetector::RefreshCacheItems();
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/* Initialize which courses are ranking courses here. */
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// Initialize which courses are ranking courses here.
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SONGMAN->UpdateRankingCourses();
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if( GetCommandlineArgument("netip") )
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NSMAN->DisplayStartupStatus(); // If we're using networking show what happened
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/* this code should only be enabled in distributed builds
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* HI PLEASE MAKE SURE THIS SECTION IS USING THE RIGHT VARIABLE WHEN YOU
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* GENERATE THE BUILDS FOR BETA WAVES, THANKS -aj
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* also remember to comment this out when it comes time for normal builds
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* the point of this section is to mark executables in case of leaks.
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* by the time sm-ssc v1.0 is out, this code should be GONE. ENTIRELY. -aj
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*/
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//RString sVariableFuzzer1995EXAnotherStep;
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// generic codes //
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//sVariableFuzzer1995EXAnotherStep = "9D76A02B8D814AEE7B8BF8A03359CB7D"; // SSC generic (input string "h01yd!v3rZ2009R33LR4C1NGR007$")
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//sVariableFuzzer1995EXAnotherStep = "A333181F0F5DCBE20636ED99127F3C12"; // BoXoRRoXoRs (input string "l3tzR0X0RglennzBoXorZ")
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// private beta wave 1 - 20091201 release //
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// sVariableFuzzer1995EXAnotherStep = "4312B0FD2FB1B26BD8B5DCD8305813AA"; // FSX {input string "FSXFFFSSSXXX1283"}
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// sVariableFuzzer1995EXAnotherStep = "1B9035054F6076F9E20696FEB0E4D8E3"; // Wolfman2000 {input string "jasonfeldenstein3Dz"}
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// sVariableFuzzer1995EXAnotherStep = "804CF9D006ECCFD695541AEFD1EDB5C5"; // NitroX72 {input string "!nfam0uZn1tr0Glyc3r1n"}
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// sVariableFuzzer1995EXAnotherStep = "285F8E6398F12485894BD6257C2524C7"; // Wanny {input string "wansicles2081"}
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// sVariableFuzzer1995EXAnotherStep = "57AB620779AE965597AE7700CF378511"; // Tio {input string "teeba00lenmEhik0"}
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// sVariableFuzzer1995EXAnotherStep = "226460C1442F11F2B7D1F5C926C5f6DA"; // cerbo {input string "audpnzstxnotseepiu"}
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// sVariableFuzzer1995EXAnotherStep = "3AC41B7211C8BC18C974220EC55B77BA"; // Daisuke Master {input string "daisuBaisuWaisuNaisu!!"}
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// sVariableFuzzer1995EXAnotherStep = "2A7ECF8AAC00C7E4BE657FCC4B73ADEA"; // Sniper257? {input string "McSn1p3rF3aT0uTsId3r"}
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// sVariableFuzzer1995EXAnotherStep = "915ABA60E7FD1524076859B8B1C4A203"; // Karai? {input string "turororocobocolocoOMGz"}
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// sVariableFuzzer1995EXAnotherStep = "8C310A867555866CA1A044F54B6EA4CD"; // djaydino? {input string "ez2dzaydinosaurusbagelz"}
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// private beta wave 1 - 20091208 release //
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/* Run the main loop. */
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// Run the main loop.
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GameLoop::RunGameLoop();
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PREFSMAN->SavePrefsToDisk();
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ShutdownGame();
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return 0;
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}
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RString StepMania::SaveScreenshot( RString sDir, bool bSaveCompressed, bool bMakeSignature, int iIndex )
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{
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/* Files should be of the form "screen#####.xxx". Ignore the extension; find
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/* Files should be of the form "screen#####.xxx". Ignore the extension; find
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* the last file of this form, and use the next number. This way, we don't
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* write the same screenshot number for different formats (screen00011.bmp,
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* screen00011.jpg), and we always increase from the end, so if screen00003.jpg
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@@ -1272,8 +1245,8 @@ RString StepMania::SaveScreenshot( RString sDir, bool bSaveCompressed, bool bMak
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else
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sFileNameNoExtension = Profile::MakeFileNameNoExtension( "screen", iIndex );
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// Save the screenshot. If writing lossy to a memcard, use SAVE_LOSSY_LOW_QUAL, so we
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// don't eat up lots of space.
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// Save the screenshot. If writing lossy to a memcard, use
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// SAVE_LOSSY_LOW_QUAL, so we don't eat up lots of space.
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RageDisplay::GraphicsFileFormat fmt;
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if( bSaveCompressed && MEMCARDMAN->PathIsMemCard(sDir) )
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fmt = RageDisplay::SAVE_LOSSY_LOW_QUAL;
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@@ -1320,15 +1293,15 @@ void StepMania::InsertCoin( int iNum, bool bCountInBookkeeping )
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else
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SCREENMAN->PlayInvalidSound();
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/* If AutoJoin and a player is already joined, then try to join a player. (If no players
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* are joined, they'll join on the first JoinInput.) */
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/* If AutoJoin and a player is already joined, then try to join a player.
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* (If no players are joined, they'll join on the first JoinInput.) */
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if( GAMESTATE->m_bAutoJoin.Get() && GAMESTATE->GetNumSidesJoined() > 0 )
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{
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if( GAMESTATE->GetNumSidesJoined() > 0 && GAMESTATE->JoinPlayers() )
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SCREENMAN->PlayStartSound();
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}
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/* TODO: remove this redundant message and things that depend on it */
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// TODO: remove this redundant message and things that depend on it
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Message msg( "CoinInserted" );
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// below params are unused
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//msg.SetParam( "Coins", GAMESTATE->m_iCoins );
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@@ -1347,8 +1320,8 @@ void StepMania::ClearCredits()
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LOG->Trace("%i coins cleared", GAMESTATE->m_iCoins.Get() );
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GAMESTATE->m_iCoins.Set( 0 );
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SCREENMAN->PlayInvalidSound();
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/* TODO: remove this redundant message and things that depend on it */
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// TODO: remove this redundant message and things that depend on it
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Message msg( "CoinInserted" );
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// below params are unused
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//msg.SetParam( "Coins", GAMESTATE->m_iCoins );
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@@ -1362,12 +1335,12 @@ static LocalizedString SERVICE_SWITCH_PRESSED ( "StepMania", "Service switch pre
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// xxx: okay these probably shouldn't be here, but I wanted them to be
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// localized and this was the place to do it since this is where the control
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// structure is placed... apologies to those who like properly structured
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// metrics. I like compatibility.
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// metrics. I like compatibility. -aj
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static LocalizedString RELOADED_METRICS( "ThemeManager", "Reloaded metrics" );
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static LocalizedString RELOADED_METRICS_AND_TEXTURES( "ThemeManager", "Reloaded metrics and textures" );
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bool HandleGlobalInputs( const InputEventPlus &input )
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{
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/* None of the globals keys act on types other than FIRST_PRESS */
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// None of the globals keys act on types other than FIRST_PRESS
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if( input.type != IET_FIRST_PRESS )
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return false;
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@@ -1388,19 +1361,19 @@ bool HandleGlobalInputs( const InputEventPlus &input )
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return true;
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case GAME_BUTTON_COIN:
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/* Handle a coin insertion. */
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// Handle a coin insertion.
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if( GAMESTATE->IsEditing() ) // no coins while editing
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{
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LOG->Trace( "Ignored coin insertion (editing)" );
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break;
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}
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StepMania::InsertCoin();
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return false; // Attract need to know because they go to TitleMenu on > 1 credit
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return false; // Attract needs to know because it goes to TitleMenu on > 1 credit
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}
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// re-added for 3.9 veterans, plus it's just plain old faster than the
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// debug menu. However, this is without the LShift capability that was
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// in 3.9; if we get enough requests, we'll re-add it, but meh. -aj
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// re-added for StepMania 3.9 veterans, plus it's just plain old faster
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// than the debug menu. However, this is without the LShift capability
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// that was in 3.9; if we get enough requests, we'll re-add it, but meh. -aj
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if( input.DeviceI == DeviceInput(DEVICE_KEYBOARD, KEY_F2) )
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{
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if( INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD, KEY_LSHIFT), &input.InputList) ||
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@@ -1443,19 +1416,19 @@ bool HandleGlobalInputs( const InputEventPlus &input )
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}
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#else
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if( input.DeviceI == DeviceInput(DEVICE_KEYBOARD, KEY_Cq) &&
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(INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD, KEY_LMETA), &input.InputList ) ||
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INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD, KEY_RMETA), &input.InputList )) )
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(INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD, KEY_LMETA), &input.InputList ) ||
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INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD, KEY_RMETA), &input.InputList )) )
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{
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/* The user quit is handled by the menu item so we don't need to set it here;
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* however, we do want to return that it has been handled since this will happen
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* first. */
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/* The user quit is handled by the menu item so we don't need to set it
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* here; however, we do want to return that it has been handled since
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* this will happen first. */
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return true;
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}
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#endif
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bool bDoScreenshot =
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#if defined(MACOSX)
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/* Notebooks don't have F13. Use cmd-F12 as well. */
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// Notebooks don't have F13. Use cmd-F12 as well.
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input.DeviceI == DeviceInput( DEVICE_KEYBOARD, KEY_PRTSC ) ||
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input.DeviceI == DeviceInput( DEVICE_KEYBOARD, KEY_F13 ) ||
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( input.DeviceI == DeviceInput(DEVICE_KEYBOARD, KEY_F12) &&
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@@ -1486,7 +1459,7 @@ bool HandleGlobalInputs( const InputEventPlus &input )
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(INPUTFILTER->IsBeingPressed(DeviceInput(DEVICE_KEYBOARD, KEY_RALT), &input.InputList) ||
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INPUTFILTER->IsBeingPressed(DeviceInput(DEVICE_KEYBOARD, KEY_LALT), &input.InputList)) )
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{
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/* alt-enter */
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// alt-enter
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/* In OS X, this is a menu item and will be handled as such. This will happen
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* first and then the lower priority GUI thread will happen second causing the
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* window to toggle twice. Another solution would be to put a timer in
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@@ -1515,7 +1488,7 @@ void HandleInputEvents(float fDeltaTime)
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vector<InputEvent> ieArray;
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INPUTFILTER->GetInputEvents( ieArray );
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/* If we don't have focus, discard input. */
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// If we don't have focus, discard input.
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if( !HOOKS->AppHasFocus() )
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return;
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@@ -1526,7 +1499,7 @@ void HandleInputEvents(float fDeltaTime)
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input.type = ieArray[i].type;
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swap( input.InputList, ieArray[i].m_ButtonState );
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// hack for testing with only one joytick
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// hack for testing (MultiPlayer) with only one joystick
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if( input.DeviceI.IsJoystick() )
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{
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if( INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD,KEY_LSHIFT) ) )
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@@ -1546,7 +1519,7 @@ void HandleInputEvents(float fDeltaTime)
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input.mp = MultiPlayer_Invalid;
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{
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// Translate input to the appropriate MultiPlayer. Assume that all
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// Translate input to the appropriate MultiPlayer. Assume that all
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// joystick devices are mapped the same as the master player.
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if( input.DeviceI.IsJoystick() )
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{
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@@ -1578,7 +1551,7 @@ void HandleInputEvents(float fDeltaTime)
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INPUTQUEUE->RememberInput( input );
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/* When a GameButton is pressed, stop repeating other keys on the same controller. */
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// When a GameButton is pressed, stop repeating other keys on the same controller.
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if( input.type == IET_FIRST_PRESS && input.MenuI != GameButton_Invalid )
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{
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FOREACH_ENUM( GameButton, m )
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