const
This commit is contained in:
@@ -747,7 +747,7 @@ bool InputMapper::ClearFromInputMap( const GameInput &GameI, int iSlotIndex )
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return true;
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return true;
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}
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}
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bool InputMapper::IsMapped( const DeviceInput &DeviceI )
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bool InputMapper::IsMapped( const DeviceInput &DeviceI ) const
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{
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{
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return g_tempDItoGI.find(DeviceI) != g_tempDItoGI.end();
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return g_tempDItoGI.find(DeviceI) != g_tempDItoGI.end();
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}
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}
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@@ -772,19 +772,19 @@ void InputMapper::UpdateTempDItoGI()
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}
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}
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}
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}
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bool InputMapper::DeviceToGame( const DeviceInput &DeviceI, GameInput& GameI ) // return true if there is a mapping from device to pad
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bool InputMapper::DeviceToGame( const DeviceInput &DeviceI, GameInput& GameI ) const // return true if there is a mapping from device to pad
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{
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{
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GameI = g_tempDItoGI[DeviceI];
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GameI = g_tempDItoGI[DeviceI];
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return GameI.controller != GameController_Invalid;
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return GameI.controller != GameController_Invalid;
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}
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}
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bool InputMapper::GameToDevice( const GameInput &GameI, int iSlotNum, DeviceInput& DeviceI ) // return true if there is a mapping from pad to device
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bool InputMapper::GameToDevice( const GameInput &GameI, int iSlotNum, DeviceInput& DeviceI ) const // return true if there is a mapping from pad to device
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{
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{
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DeviceI = m_mappings.m_GItoDI[GameI.controller][GameI.button][iSlotNum];
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DeviceI = m_mappings.m_GItoDI[GameI.controller][GameI.button][iSlotNum];
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return DeviceI.device != InputDevice_Invalid;
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return DeviceI.device != InputDevice_Invalid;
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}
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}
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PlayerNumber InputMapper::ControllerToPlayerNumber( GameController controller )
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PlayerNumber InputMapper::ControllerToPlayerNumber( GameController controller ) const
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{
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{
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if( controller == GameController_Invalid )
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if( controller == GameController_Invalid )
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return PLAYER_INVALID;
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return PLAYER_INVALID;
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@@ -794,7 +794,7 @@ PlayerNumber InputMapper::ControllerToPlayerNumber( GameController controller )
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return (PlayerNumber) controller;
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return (PlayerNumber) controller;
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}
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}
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GameButton InputMapper::GameButtonToMenuButton( GameButton gb )
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GameButton InputMapper::GameButtonToMenuButton( GameButton gb ) const
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{
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{
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return m_pInputScheme->GameButtonToMenuButton( gb );
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return m_pInputScheme->GameButtonToMenuButton( gb );
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}
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}
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@@ -808,7 +808,7 @@ void InputMapper::SetJoinControllers( PlayerNumber pn )
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}
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}
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void InputMapper::MenuToGame( GameButton MenuI, PlayerNumber pn, vector<GameInput> &GameIout )
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void InputMapper::MenuToGame( GameButton MenuI, PlayerNumber pn, vector<GameInput> &GameIout ) const
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{
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{
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if( g_JoinControllers != PLAYER_INVALID )
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if( g_JoinControllers != PLAYER_INVALID )
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pn = PLAYER_INVALID;
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pn = PLAYER_INVALID;
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@@ -817,7 +817,7 @@ void InputMapper::MenuToGame( GameButton MenuI, PlayerNumber pn, vector<GameInpu
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}
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}
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bool InputMapper::IsBeingPressed( const GameInput &GameI, MultiPlayer mp, const DeviceInputList *pButtonState )
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bool InputMapper::IsBeingPressed( const GameInput &GameI, MultiPlayer mp, const DeviceInputList *pButtonState ) const
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{
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{
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for( int i=0; i<NUM_GAME_TO_DEVICE_SLOTS; i++ )
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for( int i=0; i<NUM_GAME_TO_DEVICE_SLOTS; i++ )
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{
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{
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@@ -835,7 +835,7 @@ bool InputMapper::IsBeingPressed( const GameInput &GameI, MultiPlayer mp, const
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return false;
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return false;
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}
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}
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bool InputMapper::IsBeingPressed( GameButton MenuI, PlayerNumber pn )
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bool InputMapper::IsBeingPressed( GameButton MenuI, PlayerNumber pn ) const
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{
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{
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vector<GameInput> GameI;
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vector<GameInput> GameI;
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MenuToGame( MenuI, pn, GameI );
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MenuToGame( MenuI, pn, GameI );
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@@ -865,7 +865,7 @@ void InputMapper::RepeatStopKey( GameButton MenuI, PlayerNumber pn )
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RepeatStopKey( GameI[i] );
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RepeatStopKey( GameI[i] );
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}
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}
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float InputMapper::GetSecsHeld( const GameInput &GameI, MultiPlayer mp )
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float InputMapper::GetSecsHeld( const GameInput &GameI, MultiPlayer mp ) const
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{
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{
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float fMaxSecsHeld = 0;
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float fMaxSecsHeld = 0;
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@@ -883,7 +883,7 @@ float InputMapper::GetSecsHeld( const GameInput &GameI, MultiPlayer mp )
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return fMaxSecsHeld;
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return fMaxSecsHeld;
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}
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}
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float InputMapper::GetSecsHeld( GameButton MenuI, PlayerNumber pn )
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float InputMapper::GetSecsHeld( GameButton MenuI, PlayerNumber pn ) const
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{
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{
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float fMaxSecsHeld = 0;
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float fMaxSecsHeld = 0;
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@@ -913,7 +913,7 @@ void InputMapper::ResetKeyRepeat( GameButton MenuI, PlayerNumber pn )
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ResetKeyRepeat( GameI[i] );
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ResetKeyRepeat( GameI[i] );
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}
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}
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float InputMapper::GetLevel( const GameInput &GameI )
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float InputMapper::GetLevel( const GameInput &GameI ) const
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{
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{
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float fLevel = 0;
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float fLevel = 0;
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for( int i=0; i<NUM_GAME_TO_DEVICE_SLOTS; i++ )
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for( int i=0; i<NUM_GAME_TO_DEVICE_SLOTS; i++ )
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@@ -926,7 +926,7 @@ float InputMapper::GetLevel( const GameInput &GameI )
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return fLevel;
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return fLevel;
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}
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}
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float InputMapper::GetLevel( GameButton MenuI, PlayerNumber pn )
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float InputMapper::GetLevel( GameButton MenuI, PlayerNumber pn ) const
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{
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{
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vector<GameInput> GameI;
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vector<GameInput> GameI;
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MenuToGame( MenuI, pn, GameI );
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MenuToGame( MenuI, pn, GameI );
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+12
-12
@@ -174,20 +174,20 @@ public:
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void AutoMapJoysticksForCurrentGame();
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void AutoMapJoysticksForCurrentGame();
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bool CheckForChangedInputDevicesAndRemap( RString &sMessageOut );
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bool CheckForChangedInputDevicesAndRemap( RString &sMessageOut );
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bool IsMapped( const DeviceInput &DeviceI );
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bool IsMapped( const DeviceInput &DeviceI ) const;
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bool DeviceToGame( const DeviceInput &DeviceI, GameInput& GameI ); // return true if there is a mapping from device to pad
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bool DeviceToGame( const DeviceInput &DeviceI, GameInput& GameI ) const; // return true if there is a mapping from device to pad
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bool GameToDevice( const GameInput &GameI, int iSlotNum, DeviceInput& DeviceI ); // return true if there is a mapping from pad to device
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bool GameToDevice( const GameInput &GameI, int iSlotNum, DeviceInput& DeviceI ) const; // return true if there is a mapping from pad to device
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GameButton GameButtonToMenuButton( GameButton gb );
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GameButton GameButtonToMenuButton( GameButton gb ) const;
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void MenuToGame( GameButton MenuI, PlayerNumber pn, vector<GameInput> &GameIout );
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void MenuToGame( GameButton MenuI, PlayerNumber pn, vector<GameInput> &GameIout ) const;
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PlayerNumber ControllerToPlayerNumber( GameController controller );
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PlayerNumber ControllerToPlayerNumber( GameController controller ) const;
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float GetSecsHeld( const GameInput &GameI, MultiPlayer mp = MultiPlayer_Invalid );
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float GetSecsHeld( const GameInput &GameI, MultiPlayer mp = MultiPlayer_Invalid ) const;
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float GetSecsHeld( GameButton MenuI, PlayerNumber pn );
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float GetSecsHeld( GameButton MenuI, PlayerNumber pn ) const;
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bool IsBeingPressed( const GameInput &GameI, MultiPlayer mp = MultiPlayer_Invalid, const DeviceInputList *pButtonState = NULL );
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bool IsBeingPressed( const GameInput &GameI, MultiPlayer mp = MultiPlayer_Invalid, const DeviceInputList *pButtonState = NULL ) const;
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bool IsBeingPressed( GameButton MenuI, PlayerNumber pn );
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bool IsBeingPressed( GameButton MenuI, PlayerNumber pn ) const;
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void ResetKeyRepeat( const GameInput &GameI );
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void ResetKeyRepeat( const GameInput &GameI );
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void ResetKeyRepeat( GameButton MenuI, PlayerNumber pn );
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void ResetKeyRepeat( GameButton MenuI, PlayerNumber pn );
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@@ -195,8 +195,8 @@ public:
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void RepeatStopKey( const GameInput &GameI );
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void RepeatStopKey( const GameInput &GameI );
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void RepeatStopKey( GameButton MenuI, PlayerNumber pn );
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void RepeatStopKey( GameButton MenuI, PlayerNumber pn );
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float GetLevel( const GameInput &GameI );
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float GetLevel( const GameInput &GameI ) const;
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float GetLevel( GameButton MenuI, PlayerNumber pn );
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float GetLevel( GameButton MenuI, PlayerNumber pn ) const;
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static InputDevice MultiPlayerToInputDevice( MultiPlayer mp );
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static InputDevice MultiPlayerToInputDevice( MultiPlayer mp );
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static MultiPlayer InputDeviceToMultiPlayer( InputDevice id );
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static MultiPlayer InputDeviceToMultiPlayer( InputDevice id );
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