diff --git a/src/InputQueue.cpp b/src/InputQueue.cpp index cbe3e18810..6f3b8262ff 100644 --- a/src/InputQueue.cpp +++ b/src/InputQueue.cpp @@ -166,10 +166,6 @@ bool InputQueueCode::Load( RString sButtonsNames ) m_aPresses.clear(); vector asPresses; - // in order to support text codes, I may be restricting usage; you can't mix - // game inputs with sequences to type in the same code. you will also have - // to worry about players who either don't have keyboards or map letter - // keys to the arrows. -aj split( sButtonsNames, ",", asPresses, false ); FOREACH( RString, asPresses, sPress ) { @@ -191,7 +187,6 @@ bool InputQueueCode::Load( RString sButtonsNames ) bool bHold = false; bool bNotHold = false; - //bool bKeyPress = false; // special new "press keys" mode. -aj while(1) { if( sButtonName.Left(1) == "+" ) @@ -215,16 +210,6 @@ bool InputQueueCode::Load( RString sButtonsNames ) sButtonName.erase(0, 1); bNotHold = true; } - /* - if( sButtonName.Left(1) == "$" ) - { - // This modifier treats the string as a sequence of letters - // that need to be typed. This is going to add another loop, - // which will fucking suck, so only do it when needed. -aj - sButtonName.erase(0, 1); - bKeyPress = true; - } - */ else { break; diff --git a/src/InputQueue.h b/src/InputQueue.h index 38854db41d..9cce2fb0ff 100644 --- a/src/InputQueue.h +++ b/src/InputQueue.h @@ -36,7 +36,6 @@ private: vector m_aButtonsToHold; vector m_aButtonsToNotHold; vector m_aButtonsToPress; - //vector m_aKeysToPress; bool m_InputTypes[NUM_InputEventType]; bool m_bAllowIntermediatePresses;