split InputQueue::WasPressedRecently from AllWerePressedRecently.
This simplifies AllWerePressedRecently, and makes the input state at the time of the press available.
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@@ -9,6 +9,7 @@
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const unsigned MAX_INPUT_QUEUE_LENGTH = 16;
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class InputEventPlus;
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class RageTimer;
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class InputQueue
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{
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@@ -18,6 +19,7 @@ public:
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void RememberInput( const InputEventPlus &gi );
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bool MatchesSequence( GameController c, const GameButton* button_sequence, int iNumButtons, float fMaxSecondsBack );
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bool MatchesSequence( GameController c, const MenuButton* button_sequence, int iNumButtons, float fMaxSecondsBack );
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bool WasPressedRecently( GameController c, const GameButton button, const RageTimer &OldestTimeAllowed, InputEventPlus *pIEP = NULL );
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bool AllWerePressedRecently( GameController c, const GameButton* buttons, int iNumButtons, float fMaxSecondsBack );
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protected:
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