make mapping logic not dependent on the framerate. The "prefer non-
axes" logic may not have worked at all on fast systems with vsync off.
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@@ -27,7 +27,7 @@ private:
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int m_iCurButton;
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int m_iCurSlot;
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int m_iWaitingForPress;
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RageTimer m_WaitingForPress;
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DeviceInput m_DeviceIToMap;
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struct KeyToMap
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