get rid of TIMER
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@@ -33,7 +33,7 @@ void InputQueue::RememberInput( const GameInput GameI )
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/* XXX: this should be a deque, and just pop_back */
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if( m_aQueue[c].size() >= MAX_INPUT_QUEUE_LENGTH ) // full
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m_aQueue[c].erase( m_aQueue[c].begin(), m_aQueue[c].begin() + (m_aQueue[c].size()-MAX_INPUT_QUEUE_LENGTH+1) );
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m_aQueue[c].push_back( GameButtonAndTime(GameI.button,TIMER->GetTimeSinceStart()) );
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m_aQueue[c].push_back( GameButtonAndTime(GameI.button,RageTimer::GetTimeSinceStart()) );
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}
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bool InputQueue::MatchesPattern( const GameController c, const MenuButton* button_sequence, const int iNumButtons, float fMaxSecondsBack )
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@@ -41,7 +41,7 @@ bool InputQueue::MatchesPattern( const GameController c, const MenuButton* butto
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if( fMaxSecondsBack == -1 )
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fMaxSecondsBack = 0.4f + iNumButtons*0.15f;
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float fOldestTimeAllowed = TIMER->GetTimeSinceStart() - fMaxSecondsBack;
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float fOldestTimeAllowed = RageTimer::GetTimeSinceStart() - fMaxSecondsBack;
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int sequence_index = iNumButtons-1; // count down
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for( int queue_index=m_aQueue[c].size()-1; queue_index>=0; queue_index-- ) // iterate newest to oldest
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@@ -70,7 +70,7 @@ bool InputQueue::MatchesPattern( const GameController c, const GameButton* butto
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if( fMaxSecondsBack == -1 )
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fMaxSecondsBack = 0.4f + iNumButtons*0.15f;
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float fOldestTimeAllowed = TIMER->GetTimeSinceStart() - fMaxSecondsBack;
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float fOldestTimeAllowed = RageTimer::GetTimeSinceStart() - fMaxSecondsBack;
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int sequence_index = iNumButtons-1; // count down
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for( int queue_index=m_aQueue[c].size()-1; queue_index>=0; queue_index-- ) // iterate newest to oldest
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