fix: consoles & dpad being binded to 2 settings
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02da402490
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150 files changed
+19314
-431
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@@ -79,30 +79,7 @@ void UIScene_HowToPlayMenu::handleReload()
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{
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for(unsigned int i = 0; i < eHTPButton_Max; ++i)
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{
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#ifdef __PS3__
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// If it's the blu ray, or the first Japanese digital game, there's no What's New until the first patch, which will take this line out
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if(StorageManager.GetBootTypeDisc() || (app.GetProductSKU()==e_sku_SCEJ))
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{
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if(!(i==eHTPButton_WhatsNew) )
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{
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m_buttonListHowTo.addItem( app.GetString(m_uiHTPButtonNameA[i]) , i);
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}
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}
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else
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#elif defined(__ORBIS__) || defined(_DURANGO) || defined(__PSVITA__)
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// No What's New for the first PS4 and Xbox One builds
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if(true)
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{
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if(!(i==eHTPButton_WhatsNew) )
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{
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m_buttonListHowTo.addItem( app.GetString(m_uiHTPButtonNameA[i]) , i);
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}
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}
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else
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#endif
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{
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m_buttonListHowTo.addItem( app.GetString(m_uiHTPButtonNameA[i]) , i);
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}
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m_buttonListHowTo.addItem( app.GetString(m_uiHTPButtonNameA[i]) , i);
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}
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}
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@@ -334,7 +334,7 @@ void UIScene_MainMenu::handlePress(F64 controlId, F64 childId)
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m_eAction=eAction_RunUnlockOrDLC;
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signInReturnedFunc = &UIScene_MainMenu::UnlockFullGame_SignInReturned;
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break;
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#if defined _XBOX
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#if (defined _XBOX || _WINDOWS64)
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case eControl_Exit:
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if( ProfileManager.IsFullVersion() )
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{
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@@ -345,9 +345,6 @@ void UIScene_MainMenu::handlePress(F64 controlId, F64 childId)
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}
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else
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{
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#ifdef _XBOX_ONE
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ui.ShowPlayerDisplayname(true);
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#endif
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ui.NavigateToScene(primaryPad,eUIScene_TrialExitUpsell);
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}
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break;
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@@ -19,6 +19,11 @@ int UIScene_SettingsMenu::m_iDifficultyTitleSettingA[4]=
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IDS_DIFFICULTY_TITLE_HARD
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};
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#ifndef _WINDOWS64
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#define IDS_SLIDER_SENSITIVITY IDS_SLIDER_SENSITIVITY_INGAME
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#define IDS_NULL IDS_OFF
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#endif
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UIScene_SettingsMenu::UIScene_SettingsMenu(int iPad, void *initData, UILayer *parentLayer) : UIScene(iPad, parentLayer)
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{
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// Setup all the Iggy references we need for this scene
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