no more iddqd ...for now.
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@@ -166,10 +166,6 @@ bool InputQueueCode::Load( RString sButtonsNames )
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m_aPresses.clear();
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m_aPresses.clear();
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vector<RString> asPresses;
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vector<RString> asPresses;
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// in order to support text codes, I may be restricting usage; you can't mix
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// game inputs with sequences to type in the same code. you will also have
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// to worry about players who either don't have keyboards or map letter
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// keys to the arrows. -aj
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split( sButtonsNames, ",", asPresses, false );
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split( sButtonsNames, ",", asPresses, false );
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FOREACH( RString, asPresses, sPress )
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FOREACH( RString, asPresses, sPress )
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{
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{
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@@ -191,7 +187,6 @@ bool InputQueueCode::Load( RString sButtonsNames )
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bool bHold = false;
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bool bHold = false;
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bool bNotHold = false;
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bool bNotHold = false;
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//bool bKeyPress = false; // special new "press keys" mode. -aj
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while(1)
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while(1)
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{
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{
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if( sButtonName.Left(1) == "+" )
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if( sButtonName.Left(1) == "+" )
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@@ -215,16 +210,6 @@ bool InputQueueCode::Load( RString sButtonsNames )
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sButtonName.erase(0, 1);
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sButtonName.erase(0, 1);
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bNotHold = true;
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bNotHold = true;
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}
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}
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/*
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if( sButtonName.Left(1) == "$" )
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{
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// This modifier treats the string as a sequence of letters
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// that need to be typed. This is going to add another loop,
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// which will fucking suck, so only do it when needed. -aj
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sButtonName.erase(0, 1);
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bKeyPress = true;
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}
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*/
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else
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else
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{
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{
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break;
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break;
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@@ -36,7 +36,6 @@ private:
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vector<GameButton> m_aButtonsToHold;
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vector<GameButton> m_aButtonsToHold;
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vector<GameButton> m_aButtonsToNotHold;
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vector<GameButton> m_aButtonsToNotHold;
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vector<GameButton> m_aButtonsToPress;
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vector<GameButton> m_aButtonsToPress;
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//vector<char> m_aKeysToPress;
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bool m_InputTypes[NUM_InputEventType];
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bool m_InputTypes[NUM_InputEventType];
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bool m_bAllowIntermediatePresses;
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bool m_bAllowIntermediatePresses;
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