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1
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function scr_stick_pressscr_stick_press
function scr_stick_press()
{
down_stick = 0;
left_stick = 0;
up_stick = 0;
right_stick = 0;
if (gamepad_axis_value(0, gp_axislv) > global.gamepad_deadzone && global.down_pressed == 0)
{
down_stick = 1;
global.down_pressed = 1;
}
else
{
down_stick = 0;
}
if (gamepad_axis_value(0, gp_axislv) < -global.gamepad_deadzone && global.up_pressed == 0)
{
up_stick = 1;
global.up_pressed = 1;
}
else
{
up_stick = 0;
}
if (gamepad_axis_value(0, gp_axislh) < -global.gamepad_deadzone && global.left_pressed == 0)
{
left_stick = 1;
global.left_pressed = 1;
}
else
{
left_stick = 0;
}
if (gamepad_axis_value(0, gp_axislh) > global.gamepad_deadzone && global.right_pressed == 0)
{
right_stick = 1;
global.right_pressed = 1;
}
else
{
right_stick = 0;
}
if (gamepad_axis_value(0, gp_axislh) > -global.gamepad_deadzone && gamepad_axis_value(0, gp_axislh) < global.gamepad_deadzone)
{
global.left_pressed = 0;
global.right_pressed = 0;
}
if (gamepad_axis_value(0, gp_axislv) > -global.gamepad_deadzone && gamepad_axis_value(0, gp_axislv) < global.gamepad_deadzone)
{
global.up_pressed = 0;
global.down_pressed = 0;
}
} ()
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2
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{
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3
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down_stick = 0;
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4
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left_stick = 0;
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5
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up_stick = 0;
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6
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right_stick = 0;
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7
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if (gamepad_axis_value(0, gp_axislv) > global.gamepad_deadzone && global.down_pressed == 0)
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8
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{
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9
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down_stick = 1;
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10
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global.down_pressed = 1;
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11
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}
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12
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else
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13
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{
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14
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down_stick = 0;
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15
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}
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16
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if (gamepad_axis_value(0, gp_axislv) < -global.gamepad_deadzone && global.up_pressed == 0)
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17
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{
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18
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up_stick = 1;
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19
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global.up_pressed = 1;
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20
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}
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21
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else
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22
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{
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23
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up_stick = 0;
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24
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}
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25
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if (gamepad_axis_value(0, gp_axislh) < -global.gamepad_deadzone && global.left_pressed == 0)
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26
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{
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27
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left_stick = 1;
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28
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global.left_pressed = 1;
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29
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}
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30
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else
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31
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{
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32
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left_stick = 0;
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33
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}
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34
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if (gamepad_axis_value(0, gp_axislh) > global.gamepad_deadzone && global.right_pressed == 0)
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35
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{
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36
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right_stick = 1;
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37
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global.right_pressed = 1;
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38
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}
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39
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else
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40
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{
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41
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right_stick = 0;
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42
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}
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43
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if (gamepad_axis_value(0, gp_axislh) > -global.gamepad_deadzone && gamepad_axis_value(0, gp_axislh) < global.gamepad_deadzone)
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44
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{
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45
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global.left_pressed = 0;
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46
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global.right_pressed = 0;
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47
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}
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48
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if (gamepad_axis_value(0, gp_axislv) > -global.gamepad_deadzone && gamepad_axis_value(0, gp_axislv) < global.gamepad_deadzone)
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49
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{
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50
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global.up_pressed = 0;
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51
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global.down_pressed = 0;
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52
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}
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53
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}
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