Refactored InputProxy to gracefully handle cases where multiple origins send the same command
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@@ -20,13 +20,17 @@ public:
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void Process();
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template <typename T>
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void AddHandler();
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void Publish(const Events::InputCommand& e);
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protected:
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EventBroker* m_EventBroker;
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std::vector<InputHandler*> m_Handlers;
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std::map<std::string, std::set<InputHandler*>> m_CommandHandlers;
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// Represents every unique command (has of PlayerID & Command) and all values reported for that command this frame
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std::map<std::pair<unsigned int, std::string>, std::vector<float>> m_CommandQueue;
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//std::map<std::pair<unsigned int, std::string>, std::vector<float>> m_CommandQueue;
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std::map<std::string, float> m_CurrentCommandValues;
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std::map<std::string, float> m_LastCommandValues;
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EventRelay<InputProxy, Events::BindOrigin> m_EBindOrigin;
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bool OnBindOrigin(const Events::BindOrigin& e);
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