FOREACH_GameButton
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@@ -40,7 +40,7 @@ InputMapper::~InputMapper()
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void InputMapper::ClearAllMappings()
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void InputMapper::ClearAllMappings()
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{
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{
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FOREACH_GameController( i )
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FOREACH_GameController( i )
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for( int j=0; j<MAX_GAME_BUTTONS; j++ )
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FOREACH_GameButton(j)
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for( int k=0; k<NUM_GAME_TO_DEVICE_SLOTS; k++ )
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for( int k=0; k<NUM_GAME_TO_DEVICE_SLOTS; k++ )
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m_GItoDI[i][j][k].MakeInvalid();
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m_GItoDI[i][j][k].MakeInvalid();
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}
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}
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@@ -49,7 +49,7 @@ void InputMapper::AddDefaultMappingsForCurrentGameIfUnmapped()
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{
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{
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// Clear default mappings. Default mappings are in the third slot.
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// Clear default mappings. Default mappings are in the third slot.
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FOREACH_GameController( i )
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FOREACH_GameController( i )
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for( int j=0; j<MAX_GAME_BUTTONS; j++ )
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FOREACH_GameButton(j)
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ClearFromInputMap( GameInput((GameController)i,(GameButton)j), 2 );
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ClearFromInputMap( GameInput((GameController)i,(GameButton)j), 2 );
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const Game* pGame = GAMESTATE->GetCurrentGame();
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const Game* pGame = GAMESTATE->GetCurrentGame();
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@@ -455,7 +455,7 @@ void InputMapper::Unmap( InputDevice id )
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{
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{
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FOREACH_GameController( i )
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FOREACH_GameController( i )
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{
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{
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for( int j=0; j<MAX_GAME_BUTTONS; j++ )
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FOREACH_GameButton(j)
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{
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{
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for( int k=0; k<NUM_USER_GAME_TO_DEVICE_SLOTS; k++ )
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for( int k=0; k<NUM_USER_GAME_TO_DEVICE_SLOTS; k++ )
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{
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{
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@@ -697,7 +697,7 @@ void InputMapper::ClearFromInputMap( const DeviceInput &DeviceI )
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FOREACH_GameController( p )
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FOREACH_GameController( p )
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{
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{
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for( int b=0; b<MAX_GAME_BUTTONS; b++ )
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FOREACH_GameButton(b)
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{
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{
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for( int s=0; s<NUM_GAME_TO_DEVICE_SLOTS; s++ )
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for( int s=0; s<NUM_GAME_TO_DEVICE_SLOTS; s++ )
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{
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{
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