FOREACH_GameController
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@@ -39,7 +39,7 @@ InputMapper::~InputMapper()
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void InputMapper::ClearAllMappings()
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{
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for( int i=0; i<MAX_GAME_CONTROLLERS; 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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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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@@ -48,12 +48,12 @@ void InputMapper::ClearAllMappings()
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void InputMapper::AddDefaultMappingsForCurrentGameIfUnmapped()
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{
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// Clear default mappings. Default mappings are in the third slot.
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for( int i=0; i<MAX_GAME_CONTROLLERS; 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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ClearFromInputMap( GameInput((GameController)i,(GameButton)j), 2 );
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const Game* pGame = GAMESTATE->GetCurrentGame();
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for( int c=0; c<MAX_GAME_CONTROLLERS; c++ )
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FOREACH_GameController( c )
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{
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for( int b=0; b<pGame->m_iButtonsPerController; b++ )
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{
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@@ -453,7 +453,7 @@ const AutoJoyMapping g_AutoJoyMappings[] =
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void InputMapper::Unmap( InputDevice id )
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{
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for( int i=0; i<MAX_GAME_CONTROLLERS; i++ )
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FOREACH_GameController( i )
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{
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for( int j=0; j<MAX_GAME_BUTTONS; j++ )
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{
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@@ -695,7 +695,7 @@ void InputMapper::ClearFromInputMap( const DeviceInput &DeviceI )
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{
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// search for where this DeviceI maps to
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for( int p=0; p<MAX_GAME_CONTROLLERS; p++ )
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FOREACH_GameController( p )
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{
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for( int b=0; b<MAX_GAME_BUTTONS; b++ )
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{
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