add FOREACH_GameButtonInScheme
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@@ -55,13 +55,13 @@ void InputMapper::AddDefaultMappingsForCurrentGameIfUnmapped()
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FOREACH_GameController( c )
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{
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for( int b=0; b<m_pInputScheme->m_iButtonsPerController; b++ )
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FOREACH_GameButtonInScheme( m_pInputScheme, b )
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{
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DeviceButton key = m_pInputScheme->m_GameButtonInfo[b].m_iDefaultKeyboardKey[c];
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if( key == NO_DEFAULT_KEY )
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continue;
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DeviceInput DeviceI( DEVICE_KEYBOARD, key );
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GameInput GameI( c, (GameButton)b );
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GameInput GameI( c, b );
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if( !IsMapped(DeviceI) ) // if this key isn't already being used by another user-made mapping
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SetInputMap( DeviceI, GameI, 2 );
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}
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@@ -600,9 +600,9 @@ void InputMapper::SaveMappingsToDisk()
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// iterate over our input map and write all mappings to the ini file
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FOREACH_GameController( i )
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{
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for( int j=0; j<m_pInputScheme->m_iButtonsPerController; j++ )
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FOREACH_GameButtonInScheme( m_pInputScheme, j )
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{
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GameInput GameI( i, (GameButton)j );
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GameInput GameI( i, j );
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RString sNameString = GameI.ToString( m_pInputScheme );
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vector<RString> asValues;
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