fMaxSecondsBack -> m_fMaxSecondsBack
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@@ -63,7 +63,7 @@ bool InputQueueCode::EnteredCode( GameController controller ) const
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return false;
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return false;
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RageTimer OldestTimeAllowed;
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RageTimer OldestTimeAllowed;
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OldestTimeAllowed += -fMaxSecondsBack;
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OldestTimeAllowed += -m_fMaxSecondsBack;
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// iterate newest to oldest
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// iterate newest to oldest
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int iSequenceIndex = m_aPresses.size()-1; // count down
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int iSequenceIndex = m_aPresses.size()-1; // count down
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@@ -221,9 +221,9 @@ bool InputQueueCode::Load( RString sButtonsNames )
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}
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}
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if( m_aPresses.size() == 1 )
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if( m_aPresses.size() == 1 )
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fMaxSecondsBack = 0.55f;
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m_fMaxSecondsBack = 0.55f;
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else
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else
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fMaxSecondsBack = (m_aPresses.size()-1)*0.6f;
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m_fMaxSecondsBack = (m_aPresses.size()-1)*0.6f;
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// if we make it here, we found all the buttons in the code
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// if we make it here, we found all the buttons in the code
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return true;
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return true;
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@@ -41,7 +41,7 @@ private:
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};
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};
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vector<ButtonPress> m_aPresses;
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vector<ButtonPress> m_aPresses;
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float fMaxSecondsBack;
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float m_fMaxSecondsBack;
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};
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};
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extern InputQueue* INPUTQUEUE; // global and accessable from anywhere in our program
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extern InputQueue* INPUTQUEUE; // global and accessable from anywhere in our program
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