remove IET_LEVEL_CHANGED. I didn't end up using it, and it's a clumsy way of handling analog inputs.
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@@ -15,7 +15,6 @@ struct ButtonState
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bool m_bLastReportedHeld; // last state reported by Update()
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RString m_sComment;
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float m_fSecsHeld;
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float m_Level, m_LastLevel;
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// Timestamp of m_BeingHeld changing.
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RageTimer m_BeingHeldTime;
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@@ -117,7 +116,7 @@ ButtonState::ButtonState():
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{
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m_BeingHeld = false;
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m_bLastReportedHeld = false;
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m_fSecsHeld = m_Level = m_LastLevel = 0;
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m_fSecsHeld = 0;
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}
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void InputFilter::ButtonPressed( const DeviceInput &di, bool Down )
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@@ -132,8 +131,6 @@ void InputFilter::ButtonPressed( const DeviceInput &di, bool Down )
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ButtonState &bs = GetButtonState( di );
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bs.m_Level = di.level;
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if( bs.m_BeingHeld != Down )
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{
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/* Flush any delayed input, like Update() (in case Update() isn't being called). */
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@@ -226,18 +223,10 @@ void InputFilter::Update( float fDeltaTime )
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di.device = b->first.device;
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di.button = b->first.button;
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ButtonState &bs = b->second;
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di.level = bs.m_Level;
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/* Generate IET_FIRST_PRESS and IET_RELEASE events that were delayed. */
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CheckButtonChange( bs, di, now );
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/* Generate IET_LEVEL_CHANGED events. */
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if( bs.m_LastLevel != bs.m_Level && bs.m_Level != -1 )
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{
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ReportButtonChange( di, IET_LEVEL_CHANGED );
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bs.m_LastLevel = bs.m_Level;
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}
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/* Generate IET_FAST_REPEAT and IET_SLOW_REPEAT events. */
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if( !bs.m_bLastReportedHeld )
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{
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