remove the unused _P and _R stuff from the Action enum abstract
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@@ -19,19 +19,20 @@ import flixel.math.FlxPoint;
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*/
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class Controls extends FlxActionSet
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{
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/**
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/*
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* A list of actions that a player would invoke via some input device.
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* Uses FlxActions to funnel various inputs to a single action.
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*/
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var _ui_up = new FunkinAction(Action.UI_UP);
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var _ui_left = new FunkinAction(Action.UI_LEFT);
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var _ui_right = new FunkinAction(Action.UI_RIGHT);
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var _ui_down = new FunkinAction(Action.UI_DOWN);
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var _note_up = new FunkinAction(Action.NOTE_UP);
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var _note_left = new FunkinAction(Action.NOTE_LEFT);
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var _note_right = new FunkinAction(Action.NOTE_RIGHT);
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var _note_down = new FunkinAction(Action.NOTE_DOWN);
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var _accept = new FunkinAction(Action.ACCEPT);
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var _back = new FunkinAction(Action.BACK);
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var _pause = new FunkinAction(Action.PAUSE);
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@@ -1036,7 +1037,7 @@ class Controls extends FlxActionSet
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* Sets all actions that pertain to the binder to trigger when the supplied keys are used.
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* If binder is a literal you can inline this
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*/
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public function bindButtons(control:Control, id, buttons):Void
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public function bindButtons(control:Control, id:Int, buttons):Void
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{
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forEachBound(control, function(action, state) addButtons(action, buttons, state, id));
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}
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@@ -1050,7 +1051,7 @@ class Controls extends FlxActionSet
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forEachBound(control, function(action, _) removeButtons(action, gamepadID, buttons));
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}
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inline static function addButtons(action:FlxActionDigital, buttons:Array<FlxGamepadInputID>, state, id):Void
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inline static function addButtons(action:FlxActionDigital, buttons:Array<FlxGamepadInputID>, state, id:Int):Void
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{
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for (button in buttons)
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{
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@@ -1408,10 +1409,10 @@ enum Control
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UI_DOWN;
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UI_UP;
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UI_RIGHT;
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RESET;
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ACCEPT;
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BACK;
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PAUSE;
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RESET;
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// CUTSCENE
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CUTSCENE_ADVANCE;
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// FREEPLAY
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@@ -1442,27 +1443,11 @@ enum abstract Action(String) to String from String
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var NOTE_LEFT = "note_left";
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var NOTE_RIGHT = "note_right";
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var NOTE_DOWN = "note_down";
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var NOTE_UP_P = "note_up-press";
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var NOTE_LEFT_P = "note_left-press";
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var NOTE_RIGHT_P = "note_right-press";
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var NOTE_DOWN_P = "note_down-press";
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var NOTE_UP_R = "note_up-release";
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var NOTE_LEFT_R = "note_left-release";
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var NOTE_RIGHT_R = "note_right-release";
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var NOTE_DOWN_R = "note_down-release";
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// UI
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var UI_UP = "ui_up";
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var UI_LEFT = "ui_left";
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var UI_RIGHT = "ui_right";
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var UI_DOWN = "ui_down";
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var UI_UP_P = "ui_up-press";
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var UI_LEFT_P = "ui_left-press";
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var UI_RIGHT_P = "ui_right-press";
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var UI_DOWN_P = "ui_down-press";
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var UI_UP_R = "ui_up-release";
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var UI_LEFT_R = "ui_left-release";
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var UI_RIGHT_R = "ui_right-release";
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var UI_DOWN_R = "ui_down-release";
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var ACCEPT = "accept";
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var BACK = "back";
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var PAUSE = "pause";
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