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use xinput, invert y
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@ -17,4 +17,4 @@ shipyard = { version = "0.6", features = ["thread_local"] }
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nohash-hasher = "0.2.0"
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nohash-hasher = "0.2.0"
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anyhow = "1.0"
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anyhow = "1.0"
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flume = "0.10"
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flume = "0.10"
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gilrs = "0.10"
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gilrs = { version = "0.10", default_features = false, features = ["xinput"] }
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@ -100,7 +100,7 @@ fn update_input_state_gamepad (
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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(Some(gamepad)) = active_gamepad.0.map(|id| gilrs.0.connected_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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inputs.look += right_stick;
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inputs.look += right_stick;
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inputs.action_a |= gamepad.is_pressed(Button::South);
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inputs.action_a |= gamepad.is_pressed(Button::South);
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