remove unused InputMapper::IsMapped(GameInput)
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@@ -729,16 +729,6 @@ bool InputMapper::IsMapped( const DeviceInput &DeviceI )
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return g_tempDItoGI.find(DeviceI) != g_tempDItoGI.end();
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return g_tempDItoGI.find(DeviceI) != g_tempDItoGI.end();
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}
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}
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bool InputMapper::IsMapped( const GameInput &GameI )
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{
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for( int i=0; i<NUM_GAME_TO_DEVICE_SLOTS; i++ )
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if( m_GItoDI[GameI.controller][GameI.button][i].IsValid() )
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return true;
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return false;
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}
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void InputMapper::UpdateTempDItoGI()
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void InputMapper::UpdateTempDItoGI()
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{
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{
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// repopulate g_tempDItoGI
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// repopulate g_tempDItoGI
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@@ -32,7 +32,6 @@ public:
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bool CheckForChangedInputDevicesAndRemap( RString &sMessageOut );
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bool CheckForChangedInputDevicesAndRemap( RString &sMessageOut );
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bool IsMapped( const DeviceInput &DeviceI );
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bool IsMapped( const DeviceInput &DeviceI );
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bool IsMapped( const GameInput &GameI );
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bool DeviceToGame( const DeviceInput &DeviceI, GameInput& GameI ); // return true if there is a mapping from device to pad
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bool DeviceToGame( const DeviceInput &DeviceI, GameInput& GameI ); // return true if there is a mapping from device to pad
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bool GameToDevice( const GameInput &GameI, int iSoltNum, DeviceInput& DeviceI ); // return true if there is a mapping from pad to device
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bool GameToDevice( const GameInput &GameI, int iSoltNum, DeviceInput& DeviceI ); // return true if there is a mapping from pad to device
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