add bDown
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@@ -305,12 +305,16 @@ public:
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* This should be 0 for analog axes within the dead zone. */
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* This should be 0 for analog axes within the dead zone. */
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float level;
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float level;
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/* Whether this button is pressed. This is level with a threshold and debouncing
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* applied. */
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bool bDown;
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RageTimer ts;
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RageTimer ts;
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DeviceInput(): device(InputDevice_Invalid), button(DeviceButton_Invalid), level(0), ts(RageZeroTimer) { }
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DeviceInput(): device(InputDevice_Invalid), button(DeviceButton_Invalid), level(0), bDown(false), ts(RageZeroTimer) { }
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DeviceInput( InputDevice d, DeviceButton b, float l=0 ): device(d), button(b), level(l), ts(RageZeroTimer) { }
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DeviceInput( InputDevice d, DeviceButton b, float l=0 ): device(d), button(b), level(l), bDown(l > 0.5), ts(RageZeroTimer) { }
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DeviceInput( InputDevice d, DeviceButton b, float l, const RageTimer &t ):
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DeviceInput( InputDevice d, DeviceButton b, float l, const RageTimer &t ):
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device(d), button(b), level(l), ts(t) { }
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device(d), button(b), level(l), bDown(level > 0.5), ts(t) { }
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bool operator==( const DeviceInput &other ) const
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bool operator==( const DeviceInput &other ) const
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{
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{
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