fix Input: un parellet de warnings
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@@ -437,7 +437,7 @@ void Input::update()
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// --- TECLADO ---
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// --- TECLADO ---
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const bool *key_states = SDL_GetKeyboardState(nullptr);
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const bool *key_states = SDL_GetKeyboardState(nullptr);
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for (int i = 0; i < key_bindings_.size(); ++i)
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for (size_t i = 0; i < key_bindings_.size(); ++i)
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{
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{
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bool key_is_down_now = key_states[key_bindings_[i].scancode];
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bool key_is_down_now = key_states[key_bindings_[i].scancode];
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@@ -449,7 +449,7 @@ void Input::update()
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// --- MANDOS ---
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// --- MANDOS ---
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for (int c = 0; c < num_gamepads_; ++c)
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for (int c = 0; c < num_gamepads_; ++c)
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{
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{
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for (int i = 0; i < controller_bindings_[c].size(); ++i)
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for (size_t i = 0; i < controller_bindings_[c].size(); ++i)
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{
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{
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bool button_is_down_now = SDL_GetGamepadButton(connected_controllers_.at(c), controller_bindings_.at(c).at(i).button) != 0;
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bool button_is_down_now = SDL_GetGamepadButton(connected_controllers_.at(c), controller_bindings_.at(c).at(i).button) != 0;
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