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FullscreenUI: Get rid of Timer global
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@ -505,7 +505,7 @@ struct ALIGN_TO_CACHE_LINE UIState
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std::string input_binding_display_name;
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std::vector<InputBindingKey> input_binding_new_bindings;
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std::vector<std::pair<InputBindingKey, std::pair<float, float>>> input_binding_value_ranges;
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Timer input_binding_timer;
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Timer::Value input_binding_start_time = 0;
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bool controller_macro_expanded[NUM_CONTROLLER_AND_CARD_PORTS][InputManager::NUM_MACRO_BUTTONS_PER_CONTROLLER] = {};
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// Save State List
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@ -1865,7 +1865,7 @@ void FullscreenUI::BeginInputBinding(SettingsInterface* bsi, InputBindingInfo::T
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s_state.input_binding_display_name = display_name;
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s_state.input_binding_new_bindings = {};
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s_state.input_binding_value_ranges = {};
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s_state.input_binding_timer.Reset();
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s_state.input_binding_start_time = Timer::GetCurrentValue();
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const bool game_settings = IsEditingGameSettings(bsi);
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@ -1996,7 +1996,9 @@ void FullscreenUI::DrawInputBindingWindow()
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{
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DebugAssert(s_state.input_binding_type != InputBindingInfo::Type::Unknown);
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const double time_remaining = INPUT_BINDING_TIMEOUT_SECONDS - s_state.input_binding_timer.GetTimeSeconds();
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const double time_remaining =
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INPUT_BINDING_TIMEOUT_SECONDS -
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Timer::ConvertValueToSeconds(Timer::GetCurrentValue() - s_state.input_binding_start_time);
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if (time_remaining <= 0.0)
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{
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InputManager::RemoveHook();
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