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maybe this will work?
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@ -98,7 +98,7 @@ fn update_input_state_gamepad (
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active_gamepad: UniqueView<ActiveGamepad>,
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active_gamepad: UniqueView<ActiveGamepad>,
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mut inputs: UniqueViewMut<Inputs>,
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mut inputs: UniqueViewMut<Inputs>,
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) {
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) {
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if let Some(Some(gamepad)) = active_gamepad.0.map(|id| gilrs.0.connected_gamepad(id)) {
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if let Some(gamepad) = active_gamepad.0.map(|id| gilrs.0.gamepad(id)) {
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let left_stick = vec2(gamepad.value(Axis::LeftStickX), gamepad.value(Axis::LeftStickY));
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let left_stick = vec2(gamepad.value(Axis::LeftStickX), gamepad.value(Axis::LeftStickY));
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let right_stick = vec2(gamepad.value(Axis::RightStickX), -gamepad.value(Axis::RightStickY));
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let right_stick = vec2(gamepad.value(Axis::RightStickX), -gamepad.value(Axis::RightStickY));
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inputs.movement += left_stick;
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inputs.movement += left_stick;
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