[Player] CheckpointsFlashOnHold metric added (bool). also cleanup/comment/etc.
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+4
-4
@@ -156,7 +156,7 @@ void Screen::Update( float fDeltaTime )
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CHECKPOINT_M( ssprintf("ScreenMessage(%s)", ScreenMessageHelpers::ScreenMessageToString(SM).c_str()) );
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this->HandleScreenMessage( SM );
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/* If the size changed, start over. */
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// If the size changed, start over.
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if( iSize != m_QueuedMessages.size() )
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i = 0;
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}
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@@ -177,12 +177,12 @@ void Screen::Input( const InputEventPlus &input )
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if( m_Codes.InputMessage(input, msg) )
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this->HandleMessage( msg );
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/* Don't send release messages with the default handler. */
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// Don't send release messages with the default handler.
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switch( input.type )
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{
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case IET_FIRST_PRESS:
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case IET_REPEAT:
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break; /* OK */
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break; // OK
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default:
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return; // don't care
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}
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@@ -195,7 +195,7 @@ void Screen::Input( const InputEventPlus &input )
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case GAME_BUTTON_MENULEFT: this->MenuLeft ( input ); return;
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case GAME_BUTTON_MENURIGHT: this->MenuRight ( input ); return;
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case GAME_BUTTON_BACK:
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/* Don't make the user hold the back button if they're pressing escape and escape is the back button. */
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// Don't make the user hold the back button if they're pressing escape and escape is the back button.
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if( !PREFSMAN->m_bDelayedBack || input.type==IET_REPEAT || (input.DeviceI.device == DEVICE_KEYBOARD && input.DeviceI.button == KEY_ESC) )
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this->MenuBack( input );
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return;
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