Well...this works at least.
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@@ -256,9 +256,10 @@ void ScreenDebugOverlay::Init()
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m_textHeader.SetText( DEBUG_MENU );
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this->AddChild( &m_textHeader );
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FOREACH_CONST( RString, m_asPages, s )
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auto start = m_asPages.begin();
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for (vector<RString>::const_iterator s = m_asPages.begin(); s != m_asPages.end(); ++s)
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{
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int iPage = s - m_asPages.begin();
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int iPage = s - start;
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DeviceInput di;
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bool b = GetKeyFromMap( g_Mappings.pageButton, iPage, di );
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@@ -277,7 +278,7 @@ void ScreenDebugOverlay::Init()
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this->AddChild( p );
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}
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FOREACH_CONST( IDebugLine*, *g_pvpSubscribers, p )
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for (auto p = g_pvpSubscribers->begin(); p != g_pvpSubscribers->end(); ++p)
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{
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{
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BitmapText *bt = new BitmapText;
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@@ -350,19 +351,21 @@ void ScreenDebugOverlay::Update( float fDeltaTime )
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void ScreenDebugOverlay::UpdateText()
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{
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FOREACH_CONST( RString, m_asPages, s )
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auto start = m_asPages.begin();
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for (vector<RString>::const_iterator s = m_asPages.begin(); s != m_asPages.end(); ++s)
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{
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int iPage = s - m_asPages.begin();
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int iPage = s - start;
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m_vptextPages[iPage]->PlayCommand( (iPage == m_iCurrentPage) ? "GainFocus" : "LoseFocus" );
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}
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// todo: allow changing of various spacing/location things -aj
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int iOffset = 0;
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FOREACH_CONST( IDebugLine*, *g_pvpSubscribers, p )
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auto subStart = g_pvpSubscribers->begin();
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for (vector<IDebugLine *>::const_iterator p = subStart; p != g_pvpSubscribers->end(); ++p)
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{
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RString sPageName = (*p)->GetPageName();
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int i = p-g_pvpSubscribers->begin();
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int i = p - subStart;
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float fY = LINE_START_Y + iOffset * LINE_SPACING;
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@@ -453,11 +456,12 @@ bool ScreenDebugOverlay::Input( const InputEventPlus &input )
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return true;
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}
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FOREACH_CONST( IDebugLine*, *g_pvpSubscribers, p )
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auto start = g_pvpSubscribers->begin();
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for (vector<IDebugLine *>::const_iterator p = start; p != g_pvpSubscribers->end(); ++p)
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{
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RString sPageName = (*p)->GetPageName();
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int i = p-g_pvpSubscribers->begin();
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int i = p - start;
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// Gameplay buttons are available only in gameplay. Non-gameplay buttons
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// are only available when the screen is displayed.
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