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@ -1118,7 +1118,7 @@ RLAPI bool IsKeyPressed(int key); // Check if a key
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RLAPI bool IsKeyDown(int key); // Check if a key is being pressed
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RLAPI bool IsKeyDown(int key); // Check if a key is being pressed
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RLAPI bool IsKeyReleased(int key); // Check if a key has been released once
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RLAPI bool IsKeyReleased(int key); // Check if a key has been released once
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RLAPI bool IsKeyUp(int key); // Check if a key is NOT being pressed
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RLAPI bool IsKeyUp(int key); // Check if a key is NOT being pressed
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RLAPI bool IsKeyRepeated(int key); // Check if a key is being repeated (when held down)
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RLAPI bool IsKeyRepeated(int key); // Check if a key has been repeated
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RLAPI void SetExitKey(int key); // Set a custom key to exit program (default is ESC)
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RLAPI void SetExitKey(int key); // Set a custom key to exit program (default is ESC)
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RLAPI int GetKeyPressed(void); // Get key pressed (keycode), call it multiple times for keys queued, returns 0 when the queue is empty
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RLAPI int GetKeyPressed(void); // Get key pressed (keycode), call it multiple times for keys queued, returns 0 when the queue is empty
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RLAPI int GetCharPressed(void); // Get char pressed (unicode), call it multiple times for chars queued, returns 0 when the queue is empty
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RLAPI int GetCharPressed(void); // Get char pressed (unicode), call it multiple times for chars queued, returns 0 when the queue is empty
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@ -3772,7 +3772,7 @@ bool IsKeyUp(int key)
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return KEY_SAFE(key) && (CORE.Input.Keyboard.currentKeyState[key] == 0);
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return KEY_SAFE(key) && (CORE.Input.Keyboard.currentKeyState[key] == 0);
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}
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}
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// Check if a key is being repeated (when held down)
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// Check if a key has been repeated
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bool IsKeyRepeated(int key)
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bool IsKeyRepeated(int key)
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{
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{
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return KEY_SAFE(key) && (CORE.Input.Keyboard.repeatKeyState[key] == 1);
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return KEY_SAFE(key) && (CORE.Input.Keyboard.repeatKeyState[key] == 1);
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