return true if something changed
This commit is contained in:
@@ -545,14 +545,18 @@ void InputMapper::ClearFromInputMap( const DeviceInput &DeviceI )
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UpdateTempDItoGI();
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UpdateTempDItoGI();
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}
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}
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void InputMapper::ClearFromInputMap( const GameInput &GameI, int iSlotIndex )
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bool InputMapper::ClearFromInputMap( const GameInput &GameI, int iSlotIndex )
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{
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{
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if( !GameI.IsValid() )
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if( !GameI.IsValid() )
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return;
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return false;
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m_GItoDI[GameI.controller][GameI.button][iSlotIndex].MakeInvalid();
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DeviceInput &di = m_GItoDI[GameI.controller][GameI.button][iSlotIndex];
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if( !di.IsValid() )
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return false;
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di.MakeInvalid();
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UpdateTempDItoGI();
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UpdateTempDItoGI();
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return true;
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}
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}
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bool InputMapper::IsMapped( const DeviceInput &DeviceI )
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bool InputMapper::IsMapped( const DeviceInput &DeviceI )
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@@ -27,7 +27,7 @@ public:
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void SetInputMap( const DeviceInput &DeviceI, const GameInput &GameI, int iSlotIndex );
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void SetInputMap( const DeviceInput &DeviceI, const GameInput &GameI, int iSlotIndex );
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void ClearFromInputMap( const DeviceInput &DeviceI );
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void ClearFromInputMap( const DeviceInput &DeviceI );
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void ClearFromInputMap( const GameInput &GameI, int iSlotIndex );
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bool ClearFromInputMap( const GameInput &GameI, int iSlotIndex );
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void AddDefaultMappingsForCurrentGameIfUnmapped();
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void AddDefaultMappingsForCurrentGameIfUnmapped();
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void AutoMapJoysticksForCurrentGame();
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void AutoMapJoysticksForCurrentGame();
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