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- adapt ClearAllInput to new globalized code.
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2 changed files with 1 additions and 2 deletions
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@ -126,6 +126,7 @@ void InputState::ClearAllInput()
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ActionsToSend = 0;
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ActionsToSend = 0;
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WeaponToSend = 0;
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WeaponToSend = 0;
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dpad_lock = 0;
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dpad_lock = 0;
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lastCheck = 0;
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buttonMap.ResetButtonStates(); // this is important. If all input is cleared, the buttons must be cleared as well.
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buttonMap.ResetButtonStates(); // this is important. If all input is cleared, the buttons must be cleared as well.
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gi->clearlocalinputstate(); // also clear game local input state.
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gi->clearlocalinputstate(); // also clear game local input state.
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}
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}
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@ -43,7 +43,6 @@ BEGIN_DUKE_NS
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// State timer counters.
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// State timer counters.
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static int turnheldtime;
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static int turnheldtime;
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static int lastcontroltime;
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static int lastcontroltime;
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static double lastCheck;
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static InputPacket loc; // input accumulation buffer.
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static InputPacket loc; // input accumulation buffer.
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//---------------------------------------------------------------------------
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//---------------------------------------------------------------------------
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@ -1068,7 +1067,6 @@ void GameInterface::clearlocalinputstate()
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loc = {};
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loc = {};
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turnheldtime = 0;
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turnheldtime = 0;
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lastcontroltime = 0;
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lastcontroltime = 0;
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lastCheck = 0;
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}
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}
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