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https://github.com/FWGS/xash3d-fwgs.git
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engine: input: adapt gamepad code for new engine, remove gamepad ids, as it was never used and probably will never be, small optimizations
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@@ -864,31 +864,31 @@ void Platform_RunEvents()
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}
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break;
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case event_joyadd:
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Joy_AddEvent( events.queue[i].arg );
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Joy_AddEvent();
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break;
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case event_joyremove:
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Joy_RemoveEvent( events.queue[i].arg );
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Joy_RemoveEvent();
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break;
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case event_joyball:
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if( !Joy_IsActive() )
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Joy_AddEvent( 0 );
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Joy_BallMotionEvent( events.queue[i].arg, events.queue[i].ball.ball,
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events.queue[i].ball.xrel, events.queue[i].ball.yrel );
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Joy_AddEvent();
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Joy_BallMotionEvent( events.queue[i].ball.ball,
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events.queue[i].ball.xrel, events.queue[i].ball.yrel );
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break;
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case event_joyhat:
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if( !Joy_IsActive() )
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Joy_AddEvent( 0 );
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Joy_HatMotionEvent( events.queue[i].arg, events.queue[i].hat.hat, events.queue[i].hat.key );
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Joy_AddEvent();
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Joy_HatMotionEvent( events.queue[i].hat.hat, events.queue[i].hat.key );
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break;
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case event_joyaxis:
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if( !Joy_IsActive() )
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Joy_AddEvent( 0 );
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Joy_AxisMotionEvent( events.queue[i].arg, events.queue[i].axis.axis, events.queue[i].axis.val );
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Joy_AddEvent();
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Joy_AxisMotionEvent( events.queue[i].axis.axis, events.queue[i].axis.val );
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break;
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case event_joybutton:
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if( !Joy_IsActive() )
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Joy_AddEvent( 0 );
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Joy_ButtonEvent( events.queue[i].arg, events.queue[i].button.button, (byte)events.queue[i].button.down );
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Joy_AddEvent();
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Joy_ButtonEvent( events.queue[i].button.button, (byte)events.queue[i].button.down );
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break;
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case event_ondestroy:
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//host.skip_configs = true; // skip config save, because engine may be killed during config save
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