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various input class implementations
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256
Runtime/Input/ControlMapper.cpp
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256
Runtime/Input/ControlMapper.cpp
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#include "../RetroTypes.hpp"
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#include "ControlMapper.hpp"
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#include "CFinalInput.hpp"
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#include "DataSpec/DNACommon/Tweaks/ITweakPlayerControl.hpp"
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#include "../GameGlobalObjects.hpp"
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namespace Retro
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{
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static const char* skCommandDescs[] =
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{
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"Forward",
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"Backward",
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"Turn Left",
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"Turn Right",
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"Strafe Left",
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"Strafe Right",
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"Look Left",
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"Look Right",
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"Look Up",
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"Look Down",
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"Jump/Boost",
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"Fire/Bomb",
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"Missile/PowerBomb",
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"Morph",
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"Aim Up",
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"Aim Down",
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"Cycle Beam Up",
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"Cycle Beam Down",
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"Cycle Item",
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"Power Beam",
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"Ice Beam",
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"Wave Beam",
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"Plasma Beam",
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"Toggle Holster",
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"Orbit Close",
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"Orbit Far",
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"Orbit Object",
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"Orbit Select",
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"Orbit Confirm",
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"Orbit Left",
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"Orbit Right",
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"Orbit Up",
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"Orbit Down",
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"Look Hold1",
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"Look Hold2",
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"Look Zoom In",
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"Look Zoom Out",
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"Aim Hold",
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"Map Circle Up",
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"Map Circle Down",
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"Map Circle Left",
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"Map Circle Right",
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"Map Move Forward",
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"Map Move Back",
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"Map Move Left",
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"Map Move Right",
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"Map Zoom In",
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"Map Zoom Out",
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"SpiderBall",
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"Chase Camera",
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"XRay Visor",
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"Thermo Visor",
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"Enviro Visor",
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"No Visor",
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"Visor Menu",
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"Visor Up",
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"Visor Down",
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"Use Shield",
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"Scan Item",
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"UNKNOWN"
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};
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static const char* skFunctionDescs[] =
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{
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"None",
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"Left Stick Up",
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"Left Stick Down",
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"Left Stick Left",
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"Left Stick Right",
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"Right Stick Up",
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"Right Stick Down",
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"Right Stick Left",
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"Right Stick Right",
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"Left Trigger",
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"Right Trigger",
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"D-Pad Up ",
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"D-Pad Down ",
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"D-Pad Left ",
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"D-Pad Right",
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"A Button",
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"B Button",
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"X Button",
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"Y Button",
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"Z Button",
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"Left Trigger Press",
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"Right Trigger Press",
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"Start"
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};
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typedef bool (CFinalInput::*BoolReturnFn)() const;
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typedef float (CFinalInput::*FloatReturnFn)() const;
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static BoolReturnFn skPressFuncs[] =
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{
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nullptr,
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&CFinalInput::PLAUp,
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&CFinalInput::PLADown,
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&CFinalInput::PLALeft,
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&CFinalInput::PLARight,
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&CFinalInput::PRAUp,
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&CFinalInput::PRADown,
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&CFinalInput::PRALeft,
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&CFinalInput::PRARight,
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&CFinalInput::PLTrigger,
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&CFinalInput::PRTrigger,
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&CFinalInput::PDPUp,
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&CFinalInput::PDPDown,
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&CFinalInput::PDPLeft,
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&CFinalInput::PDPRight,
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&CFinalInput::PA,
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&CFinalInput::PB,
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&CFinalInput::PX,
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&CFinalInput::PY,
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&CFinalInput::PZ,
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&CFinalInput::PL,
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&CFinalInput::PR,
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&CFinalInput::PStart,
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nullptr
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};
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static BoolReturnFn skDigitalFuncs[] =
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{
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nullptr,
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&CFinalInput::DLAUp,
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&CFinalInput::DLADown,
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&CFinalInput::DLALeft,
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&CFinalInput::DLARight,
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&CFinalInput::DRAUp,
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&CFinalInput::DRADown,
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&CFinalInput::DRALeft,
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&CFinalInput::DRARight,
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&CFinalInput::DLTrigger,
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&CFinalInput::DRTrigger,
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&CFinalInput::DDPUp,
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&CFinalInput::DDPDown,
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&CFinalInput::DDPLeft,
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&CFinalInput::DDPRight,
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&CFinalInput::DA,
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&CFinalInput::DB,
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&CFinalInput::DX,
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&CFinalInput::DY,
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&CFinalInput::DZ,
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&CFinalInput::DL,
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&CFinalInput::DR,
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&CFinalInput::DStart,
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nullptr
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};
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static FloatReturnFn skAnalogFuncs[] =
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{
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nullptr,
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&CFinalInput::ALAUp,
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&CFinalInput::ALADown,
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&CFinalInput::ALALeft,
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&CFinalInput::ALARight,
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&CFinalInput::ARAUp,
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&CFinalInput::ARADown,
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&CFinalInput::ARALeft,
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&CFinalInput::ARARight,
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&CFinalInput::ALTrigger,
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&CFinalInput::ARTrigger,
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&CFinalInput::ADPUp,
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&CFinalInput::ADPDown,
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&CFinalInput::ADPLeft,
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&CFinalInput::ADPRight,
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&CFinalInput::AA,
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&CFinalInput::AB,
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&CFinalInput::AX,
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&CFinalInput::AY,
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&CFinalInput::AZ,
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&CFinalInput::AL,
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&CFinalInput::AR,
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&CFinalInput::AStart,
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nullptr
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};
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#define kCommandFilterCount 65
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static bool skCommandFilterFlag[kCommandFilterCount];
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void ControlMapper::SetCommandFiltered(ECommands cmd, bool filtered)
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{
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skCommandFilterFlag[cmd] = filtered;
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}
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void ControlMapper::ResetCommandFilters()
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{
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for (int i=0 ; i<kCommandFilterCount ; ++i)
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skCommandFilterFlag[i] = true;
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}
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bool ControlMapper::GetPressInput(ECommands cmd, const CFinalInput& input)
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{
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if (!skCommandFilterFlag[cmd])
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return false;
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EFunctionList func = EFunctionList(g_tweakPlayerControl->GetMapping(cmd));
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if (func > FuncMAX)
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return false;
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BoolReturnFn fn = skPressFuncs[func];
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if (!fn)
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return false;
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return (input.*fn)();
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}
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bool ControlMapper::GetDigitalInput(ECommands cmd, const CFinalInput& input)
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{
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if (!skCommandFilterFlag[cmd])
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return false;
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EFunctionList func = EFunctionList(g_tweakPlayerControl->GetMapping(cmd));
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if (func > FuncMAX)
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return false;
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BoolReturnFn fn = skDigitalFuncs[func];
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if (!fn)
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return false;
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return (input.*fn)();
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}
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float ControlMapper::GetAnalogInput(ECommands cmd, const CFinalInput& input)
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{
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if (!skCommandFilterFlag[cmd])
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return 0.0;
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EFunctionList func = EFunctionList(g_tweakPlayerControl->GetMapping(cmd));
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if (func > FuncMAX)
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return 0.0;
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FloatReturnFn fn = skAnalogFuncs[func];
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if (!fn)
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return 0.0;
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return (input.*fn)();
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}
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const char* ControlMapper::GetDescriptionForCommand(ECommands cmd)
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{
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if (cmd > CmdMAX)
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return nullptr;
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return skCommandDescs[cmd];
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}
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const char* ControlMapper::GetDescriptionForFunction(EFunctionList func)
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{
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if (func > FuncMAX)
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return nullptr;
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return skFunctionDescs[func];
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}
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}
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