no more iddqd ...for now.
This commit is contained in:
@@ -166,10 +166,6 @@ bool InputQueueCode::Load( RString sButtonsNames )
|
||||
m_aPresses.clear();
|
||||
|
||||
vector<RString> 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;
|
||||
|
||||
Reference in New Issue
Block a user