no more iddqd ...for now.

This commit is contained in:
AJ Kelly
2010-04-04 01:44:27 -05:00
parent 6241d86e06
commit 71976eff0b
2 changed files with 0 additions and 16 deletions
-15
View File
@@ -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;