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NetPlay: Rework pad mapping
Pad mapping and the UI behind it is significantly confusing, and has been confusing users since NetPlay was introduced. As part of a large code cleanup to help NetPlay more stable, introduce a better pad mapping system where local pad mapping is handled by the client. Now, all the server and other clients know is which player have which controllers, and the clients only know this so they can show the pad mapping in the UI; they don't do anything else with it. A future cleanup will use this pad mapping data to completely ignore the pads configured in the settings pane on the host.
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@ -124,13 +124,14 @@ private:
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class PadMapDiag : public wxDialog
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{
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public:
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PadMapDiag(wxWindow* const parent, int map[]);
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PadMapDiag(wxWindow* const parent, PadMapping map[], std::vector<const Player *>& player_list);
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private:
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void OnAdjust(wxCommandEvent& event);
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wxChoice* m_map_cbox[4];
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int* const m_mapping;
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PadMapping* const m_mapping;
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std::vector<const Player *>& m_player_list;
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};
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namespace NetPlay
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