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Change SPADStatus struct name to GCPadStatus
Also get rid of the typedef, since this is unnecessary in C++
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@ -166,13 +166,13 @@ void SetFrameSkipping(unsigned int framesToSkip);
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void FrameSkipping();
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bool BeginRecordingInput(int controllers);
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void RecordInput(SPADStatus *PadStatus, int controllerID);
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void RecordInput(GCPadStatus* PadStatus, int controllerID);
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void RecordWiimote(int wiimote, u8 *data, u8 size);
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bool PlayInput(const std::string& filename);
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void LoadInput(const std::string& filename);
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void ReadHeader();
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void PlayController(SPADStatus *PadStatus, int controllerID);
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void PlayController(GCPadStatus* PadStatus, int controllerID);
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bool PlayWiimote(int wiimote, u8* data, const struct WiimoteEmu::ReportFeatures& rptf, int irMode);
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void EndPlayInput(bool cont);
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void SaveRecording(const std::string& filename);
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@ -180,14 +180,14 @@ void DoState(PointerWrap &p);
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void CheckMD5();
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void GetMD5();
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void Shutdown();
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void CheckPadStatus(SPADStatus *PadStatus, int controllerID);
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void CheckPadStatus(GCPadStatus* PadStatus, int controllerID);
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void CheckWiimoteStatus(int wiimote, u8* data, const struct WiimoteEmu::ReportFeatures& rptf, int irMode);
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std::string GetInputDisplay();
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// Done this way to avoid mixing of core and gui code
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typedef void(*ManipFunction)(SPADStatus *, int);
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typedef void(*ManipFunction)(GCPadStatus*, int);
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void SetInputManip(ManipFunction);
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void CallInputManip(SPADStatus *PadStatus, int controllerID);
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void CallInputManip(GCPadStatus* PadStatus, int controllerID);
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};
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