holdForSlow, holdForFast
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@@ -87,12 +87,16 @@ struct MapDebugToDI
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{
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DeviceInput holdForDebug1;
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DeviceInput holdForDebug2;
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DeviceInput holdForSlow;
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DeviceInput holdForFast;
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DeviceInput debugButton[MAX_DEBUG_LINES];
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DeviceInput gameplayButton[MAX_DEBUG_LINES];
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void Clear()
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{
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holdForDebug1.MakeInvalid();
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holdForDebug2.MakeInvalid();
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holdForSlow.MakeInvalid();
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holdForFast.MakeInvalid();
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for( int i=0; i<MAX_DEBUG_LINES; i++ )
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{
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debugButton[i].MakeInvalid();
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@@ -125,6 +129,9 @@ void ScreenDebugOverlay::Init()
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g_Mappings.holdForDebug1 = DeviceInput(DEVICE_KEYBOARD, KEY_F3);
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g_Mappings.holdForDebug2.MakeInvalid();
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g_Mappings.holdForSlow = DeviceInput(DEVICE_KEYBOARD, KEY_ACCENT);
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g_Mappings.holdForFast = DeviceInput(DEVICE_KEYBOARD, KEY_TAB);
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int i=0;
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g_Mappings.gameplayButton[i++] = DeviceInput(DEVICE_KEYBOARD, KEY_F8);
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@@ -196,14 +203,14 @@ void ScreenDebugOverlay::Update( float fDeltaTime )
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{
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{
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float fRate = 1;
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if( INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD, KEY_TAB) ) )
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if( INPUTFILTER->IsBeingPressed(g_Mappings.holdForFast) )
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{
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if( INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD, KEY_ACCENT) ) )
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if( INPUTFILTER->IsBeingPressed(g_Mappings.holdForSlow) )
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fRate = 0; /* both; stop time */
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else
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fRate *= 4;
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}
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else if( INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD, KEY_ACCENT) ) )
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else if( INPUTFILTER->IsBeingPressed(g_Mappings.holdForSlow) )
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{
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fRate /= 4;
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}
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