s/RemoveAll/clear/g
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@@ -24,7 +24,7 @@ InputQueue* INPUTQUEUE = NULL; // global and accessable from anywhere in our pro
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InputQueue::InputQueue()
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{
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for( int p=0; p<NUM_PLAYERS; p++ )
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m_aQueue[p].SetSize( MAX_INPUT_QUEUE_LENGTH );
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m_aQueue[p].insert(m_aQueue[p].begin(), MAX_INPUT_QUEUE_LENGTH, GameButtonAndTime() );
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}
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void InputQueue::RememberInput( const GameInput GameI )
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@@ -56,7 +56,7 @@ bool InputQueue::MatchesPattern( const GameController c, const MenuButton* butto
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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].RemoveAll(); // empty the queue so we don't match on it again
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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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@@ -82,7 +82,7 @@ bool InputQueue::MatchesPattern( const GameController c, const GameButton* butto
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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].RemoveAll(); // empty the queue so we don't match on it again
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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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