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@ -1238,8 +1238,18 @@ void PollInputEvents(void) |
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} |
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// Register buttons for 2nd triggers (because GLFW doesn't count these as buttons but rather axis) |
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CORE.Input.Gamepad.currentButtonState[i][GAMEPAD_BUTTON_LEFT_TRIGGER_2] = (char)(CORE.Input.Gamepad.axisState[i][GAMEPAD_AXIS_LEFT_TRIGGER] > 0.1f); |
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CORE.Input.Gamepad.currentButtonState[i][GAMEPAD_BUTTON_RIGHT_TRIGGER_2] = (char)(CORE.Input.Gamepad.axisState[i][GAMEPAD_AXIS_RIGHT_TRIGGER] > 0.1f); |
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if (CORE.Input.Gamepad.axisState[i][GAMEPAD_AXIS_LEFT_TRIGGER] > 0.1f) |
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{ |
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CORE.Input.Gamepad.currentButtonState[i][GAMEPAD_BUTTON_LEFT_TRIGGER_2] = 1; |
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CORE.Input.Gamepad.lastButtonPressed = GAMEPAD_BUTTON_LEFT_TRIGGER_2; |
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} |
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else CORE.Input.Gamepad.currentButtonState[i][GAMEPAD_BUTTON_LEFT_TRIGGER_2] = 0; |
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if (CORE.Input.Gamepad.axisState[i][GAMEPAD_AXIS_RIGHT_TRIGGER] > 0.1f) |
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{ |
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CORE.Input.Gamepad.currentButtonState[i][GAMEPAD_BUTTON_RIGHT_TRIGGER_2] = 1; |
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CORE.Input.Gamepad.lastButtonPressed = GAMEPAD_BUTTON_RIGHT_TRIGGER_2; |
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} |
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else CORE.Input.Gamepad.currentButtonState[i][GAMEPAD_BUTTON_RIGHT_TRIGGER_2] = 0; |
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CORE.Input.Gamepad.axisCount[i] = GLFW_GAMEPAD_AXIS_LAST + 1; |
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} |
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