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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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@@ -3,6 +3,7 @@
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#include "Entity.h"
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#include "FileSystemUtils.h"
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#include "Graphics.h"
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#include "KeyPoll.h"
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#include "MakeAndPlay.h"
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#include "Map.h"
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#include "Maths.h"
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@@ -410,7 +411,7 @@ void menurender()
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switch (game.currentmenuoption)
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{
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case 0:
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switch(game.controllerSensitivity)
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switch(key.sensitivity)
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{
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case 0:
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graphics.Print( -1, 85, " Low Medium High", tr, tg, tb, true);
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