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Remove duplicate game.controllerSensitivity proxy
It wasn't a direct duplicate of key.sensitivity, but it was still basically the same thing. Although to be fair, at least the case-switch conversion didn't get duplicated everywhere unlike game.slowdown. So now key.sensitivity functions the same as game.controllerSensitivity, and it only gets converted to its actual value whenever a joystick input happens in key.Poll(), unlike previously where it got converted every single frame on the title screen (there was even a comment that said "TODO bit wasteful doing this every poll").
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@@ -42,7 +42,7 @@ public:
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int sensitivity;
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void setSensitivity(int _value);
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int inline getThreshold();
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KeyPoll();
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