types and let the user try to use whatever they might have. Even if it can't be
mapped properly to something that will work it's still worth trying and
shouldn't cause any major problems (other than just not being able to play with
some weird devices, like lightguns for example).
that should fix a lot more pads that were being reported as not being detected.
Also added some debug log messages that output each device's type and name
so in the future if other devices fail to be detected we can easily see what it
is in the info log.
the debug output for the Debug and FastDebug project configurations. This
requires replacing all instances of new with a macro, smnew, that defines a
special form of new which outputs file and line number information along with
the memory leak details. This makes finding memory leaks much easier since you
can just double-click the leak in the output window and it will take you to the
line that caused it.
instead of '/' for consistency and general correctness.
Also added the DirectX include and library paths to the VS2010 project and fixed
the /MP switch for all configurations (it was conflicting with the minimal
rebuild setting).
DXSDK_DIR macro, which is an environment variable added by the SDK installer.
This way the project no long requires messing with the visual studio options to
manually add the paths.
Fixed the Release-SSE2 build configuration so that the /MP switch works.
Some other minor tweaks resetting things to use the defaults that didn't need to
be changed.