const cleanup
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@@ -495,7 +495,7 @@ void InputMapper::SaveMappingsToDisk()
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}
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void InputMapper::SetInputMap( DeviceInput DeviceI, GameInput GameI, int iSlotIndex )
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void InputMapper::SetInputMap( const DeviceInput &DeviceI, const GameInput &GameI, int iSlotIndex )
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{
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// remove the old input
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ClearFromInputMap( DeviceI );
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@@ -507,7 +507,7 @@ void InputMapper::SetInputMap( DeviceInput DeviceI, GameInput GameI, int iSlotIn
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UpdateTempDItoGI();
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}
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void InputMapper::ClearFromInputMap( DeviceInput DeviceI )
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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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@@ -526,7 +526,7 @@ void InputMapper::ClearFromInputMap( DeviceInput DeviceI )
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UpdateTempDItoGI();
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}
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void InputMapper::ClearFromInputMap( GameInput GameI, int iSlotIndex )
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void InputMapper::ClearFromInputMap( const GameInput &GameI, int iSlotIndex )
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{
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if( !GameI.IsValid() )
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return;
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@@ -536,12 +536,12 @@ void InputMapper::ClearFromInputMap( GameInput GameI, int iSlotIndex )
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UpdateTempDItoGI();
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}
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bool InputMapper::IsMapped( DeviceInput DeviceI )
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bool InputMapper::IsMapped( const DeviceInput &DeviceI )
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{
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return m_tempDItoGI[DeviceI.device][DeviceI.button].IsValid();
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}
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bool InputMapper::IsMapped( GameInput GameI )
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bool InputMapper::IsMapped( const GameInput &GameI )
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{
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for( int i=0; i<NUM_GAME_TO_DEVICE_SLOTS; i++ )
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if( m_GItoDI[GameI.controller][GameI.button][i].IsValid() )
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@@ -580,19 +580,19 @@ void InputMapper::UpdateTempDItoGI()
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}
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}
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bool InputMapper::DeviceToGame( DeviceInput DeviceI, GameInput& GameI ) // return true if there is a mapping from device to pad
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bool InputMapper::DeviceToGame( const DeviceInput &DeviceI, GameInput& GameI ) // return true if there is a mapping from device to pad
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{
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GameI = m_tempDItoGI[DeviceI.device][DeviceI.button];
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return GameI.controller != GAME_CONTROLLER_INVALID;
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}
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bool InputMapper::GameToDevice( GameInput GameI, int iSoltNum, DeviceInput& DeviceI ) // return true if there is a mapping from pad to device
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bool InputMapper::GameToDevice( const GameInput &GameI, int iSoltNum, DeviceInput& DeviceI ) // return true if there is a mapping from pad to device
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{
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DeviceI = m_GItoDI[GameI.controller][GameI.button][iSoltNum];
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return DeviceI.device != DEVICE_NONE;
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}
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void InputMapper::GameToStyle( GameInput GameI, StyleInput &StyleI )
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void InputMapper::GameToStyle( const GameInput &GameI, StyleInput &StyleI )
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{
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if( GAMESTATE->m_pCurStyle == NULL )
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{
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@@ -603,27 +603,27 @@ void InputMapper::GameToStyle( GameInput GameI, StyleInput &StyleI )
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StyleI = GAMESTATE->m_pCurStyle->GameInputToStyleInput( GameI );
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}
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void InputMapper::GameToMenu( GameInput GameI, MenuInput &MenuI )
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void InputMapper::GameToMenu( const GameInput &GameI, MenuInput &MenuI )
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{
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const Game* pGame = GAMESTATE->GetCurrentGame();
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MenuI = pGame->GameInputToMenuInput( GameI );
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}
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void InputMapper::StyleToGame( StyleInput StyleI, GameInput &GameI )
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void InputMapper::StyleToGame( const StyleInput &StyleI, GameInput &GameI )
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{
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const Style* pStyle = GAMESTATE->GetCurrentStyle();
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GameI = pStyle->StyleInputToGameInput( StyleI );
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}
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void InputMapper::MenuToGame( MenuInput MenuI, GameInput GameIout[4] )
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void InputMapper::MenuToGame( const MenuInput &MenuI, GameInput GameIout[4] )
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{
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const Game* pGame = GAMESTATE->GetCurrentGame();
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pGame->MenuInputToGameInput( MenuI, GameIout );
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}
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bool InputMapper::IsButtonDown( GameInput GameI )
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bool InputMapper::IsButtonDown( const GameInput &GameI )
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{
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for( int i=0; i<NUM_GAME_TO_DEVICE_SLOTS; i++ )
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{
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@@ -637,7 +637,7 @@ bool InputMapper::IsButtonDown( GameInput GameI )
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return false;
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}
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bool InputMapper::IsButtonDown( MenuInput MenuI )
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bool InputMapper::IsButtonDown( const MenuInput &MenuI )
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{
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GameInput GameI[4];
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MenuToGame( MenuI, GameI );
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@@ -648,7 +648,7 @@ bool InputMapper::IsButtonDown( MenuInput MenuI )
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return false;
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}
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bool InputMapper::IsButtonDown( StyleInput StyleI )
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bool InputMapper::IsButtonDown( const StyleInput &StyleI )
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{
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GameInput GameI;
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StyleToGame( StyleI, GameI );
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@@ -656,7 +656,7 @@ bool InputMapper::IsButtonDown( StyleInput StyleI )
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}
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float InputMapper::GetSecsHeld( GameInput GameI )
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float InputMapper::GetSecsHeld( const GameInput &GameI )
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{
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float fMaxSecsHeld = 0;
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@@ -671,7 +671,7 @@ float InputMapper::GetSecsHeld( GameInput GameI )
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return fMaxSecsHeld;
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}
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float InputMapper::GetSecsHeld( MenuInput MenuI )
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float InputMapper::GetSecsHeld( const MenuInput &MenuI )
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{
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float fMaxSecsHeld = 0;
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@@ -684,14 +684,14 @@ float InputMapper::GetSecsHeld( MenuInput MenuI )
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return fMaxSecsHeld;
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}
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float InputMapper::GetSecsHeld( StyleInput StyleI )
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float InputMapper::GetSecsHeld( const StyleInput &StyleI )
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{
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GameInput GameI;
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StyleToGame( StyleI, GameI );
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return GetSecsHeld( GameI );
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}
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void InputMapper::ResetKeyRepeat( GameInput GameI )
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void InputMapper::ResetKeyRepeat( const GameInput &GameI )
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{
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for( int i=0; i<NUM_GAME_TO_DEVICE_SLOTS; i++ )
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{
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@@ -701,7 +701,7 @@ void InputMapper::ResetKeyRepeat( GameInput GameI )
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}
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}
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void InputMapper::ResetKeyRepeat( MenuInput MenuI )
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void InputMapper::ResetKeyRepeat( const MenuInput &MenuI )
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{
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GameInput GameI[4];
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MenuToGame( MenuI, GameI );
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@@ -710,7 +710,7 @@ void InputMapper::ResetKeyRepeat( MenuInput MenuI )
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ResetKeyRepeat( GameI[i] );
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}
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void InputMapper::ResetKeyRepeat( StyleInput StyleI )
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void InputMapper::ResetKeyRepeat( const StyleInput &StyleI )
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{
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GameInput GameI;
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StyleToGame( StyleI, GameI );
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