unused
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@@ -3,9 +3,7 @@
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#include "RageLog.h"
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#include "RageLog.h"
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#include "RageUtil.h"
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#include "RageUtil.h"
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#include "Style.h"
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#include "Style.h"
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#include "RageException.h"
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#include "GameState.h"
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#include "GameState.h"
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#include "InputMapper.h"
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#include "PrefsManager.h"
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#include "PrefsManager.h"
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int Game::GetNumGameplayButtons() const
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int Game::GetNumGameplayButtons() const
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@@ -22,36 +22,6 @@ void InputQueue::RememberInput( const InputEventPlus &iep )
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m_aQueue[c].push_back( iep );
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m_aQueue[c].push_back( iep );
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}
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}
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bool InputQueue::MatchesSequence( GameController c, const MenuButton* button_sequence, const int iNumButtons, float fMaxSecondsBack )
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{
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if( c == GAME_CONTROLLER_INVALID )
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return false;
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if( fMaxSecondsBack == -1 )
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fMaxSecondsBack = 0.4f + iNumButtons*0.15f;
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RageTimer OldestTimeAllowed;
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OldestTimeAllowed += -fMaxSecondsBack;
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int sequence_index = iNumButtons-1; // count down
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for( int queue_index=m_aQueue[c].size()-1; queue_index>=0; queue_index-- ) // iterate newest to oldest
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{
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const InputEventPlus &iep = m_aQueue[c][queue_index];
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if( iep.MenuI.button != button_sequence[sequence_index] ||
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iep.DeviceI.ts < OldestTimeAllowed )
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{
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return false;
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}
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if( sequence_index == 0 ) // we matched the whole pattern
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{
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m_aQueue[c].clear(); // empty the queue so we don't match on it again
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return true;
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}
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sequence_index--;
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}
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return false;
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}
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bool InputQueue::MatchesSequence( GameController c, const GameButton* button_sequence, const int iNumButtons, float fMaxSecondsBack )
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bool InputQueue::MatchesSequence( GameController c, const GameButton* button_sequence, const int iNumButtons, float fMaxSecondsBack )
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{
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{
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if( c == GAME_CONTROLLER_INVALID )
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if( c == GAME_CONTROLLER_INVALID )
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