Replace runtime critical usages of Dvar::set with Dvar::setRaw in gamepad patch
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cc39a7bbe5
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@ -1023,7 +1023,7 @@ namespace Components
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if (std::fabs(value) > 0.0f)
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{
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gamePad.inUse = true;
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gpad_in_use.set(true);
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gpad_in_use.setRaw(true);
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}
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}
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@ -1194,7 +1194,7 @@ namespace Components
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auto& gamePad = gamePads[gamePadIndex];
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gamePad.inUse = true;
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gpad_in_use.set(true);
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gpad_in_use.setRaw(true);
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if (Game::Key_IsKeyCatcherActive(gamePadIndex, Game::KEYCATCH_UI))
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CL_GamepadResetMenuScrollTime(gamePadIndex, key, buttonEvent == Game::GPAD_BUTTON_PRESSED, time);
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@ -1525,7 +1525,7 @@ namespace Components
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}
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}
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gpad_present.set(gpadPresent);
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gpad_present.setRaw(gpadPresent);
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}
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@ -1821,7 +1821,7 @@ namespace Components
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{
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// A keyboard key has been pressed. Mark controller as unused.
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gamePads[0].inUse = false;
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gpad_in_use.set(false);
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gpad_in_use.setRaw(false);
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// Call original function
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Utils::Hook::Call<void(int, int, int, unsigned)>(0x4F6480)(localClientNum, key, down, time);
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@ -1837,7 +1837,7 @@ namespace Components
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if (dx != 0 || dy != 0)
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{
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gamePads[0].inUse = false;
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gpad_in_use.set(false);
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gpad_in_use.setRaw(false);
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}
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// Call original function
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