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Integrated CClientState into GameEngine class
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@@ -195,14 +195,12 @@ void InputSourceGameController::handleEventAxisMotion(const SDL_ControllerAxisEv
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void InputSourceGameController::tryToConvertCursor()
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{
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assert(CCS);
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assert(CCS->curh);
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if(CCS->curh->getShowType() == Cursor::ShowType::HARDWARE)
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if(ENGINE->cursor().getShowType() == Cursor::ShowType::HARDWARE)
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{
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int scalingFactor = ENGINE->screenHandler().getScalingFactor();
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const Point & cursorPosition = ENGINE->getCursorPosition();
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CCS->curh->changeCursor(Cursor::ShowType::SOFTWARE);
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CCS->curh->cursorMove(cursorPosition.x * scalingFactor, cursorPosition.y * scalingFactor);
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ENGINE->cursor().changeCursor(Cursor::ShowType::SOFTWARE);
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ENGINE->cursor().cursorMove(cursorPosition.x * scalingFactor, cursorPosition.y * scalingFactor);
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ENGINE->input().setCursorPosition(cursorPosition);
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}
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}
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@@ -232,8 +230,7 @@ void InputSourceGameController::doCursorMove(int deltaX, int deltaY)
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int newY = std::min(std::max(cursorPosition.y + deltaY, 0), screenSize.y);
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Point targetPosition{newX, newY};
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ENGINE->input().setCursorPosition(targetPosition);
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if(CCS && CCS->curh)
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CCS->curh->cursorMove(ENGINE->getCursorPosition().x * scalingFactor, ENGINE->getCursorPosition().y * scalingFactor);
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ENGINE->cursor().cursorMove(ENGINE->getCursorPosition().x * scalingFactor, ENGINE->getCursorPosition().y * scalingFactor);
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}
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int InputSourceGameController::getMoveDis(float planDis)
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