[rcore] inline body of 'GetGamepadAxisMovementDefault' and remove it
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src/rcore.c
10
src/rcore.c
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@ -2949,15 +2949,10 @@ int GetGamepadAxisCount(int gamepad)
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return CORE.Input.Gamepad.axisCount[gamepad];
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}
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static float GetGamepadAxisMovementDefault(int axis)
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{
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return (axis == GAMEPAD_AXIS_LEFT_TRIGGER || axis == GAMEPAD_AXIS_RIGHT_TRIGGER) ? -1.0f : 0.0f;
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}
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// Get axis movement vector for a gamepad
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float GetGamepadAxisMovement(int gamepad, int axis)
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{
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float value = GetGamepadAxisMovementDefault(axis);
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float value = (axis == GAMEPAD_AXIS_LEFT_TRIGGER || axis == GAMEPAD_AXIS_RIGHT_TRIGGER)? -1.0f : 0.0f;
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if ((gamepad < MAX_GAMEPADS) && CORE.Input.Gamepad.ready[gamepad] && (axis < MAX_GAMEPAD_AXIS)) {
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float movement = value < 0.0f ? CORE.Input.Gamepad.axisState[gamepad][axis] : fabs(CORE.Input.Gamepad.axisState[gamepad][axis]);
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@ -3608,7 +3603,8 @@ static void RecordAutomationEvent(void)
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for (int axis = 0; axis < MAX_GAMEPAD_AXIS; axis++)
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{
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// Event type: INPUT_GAMEPAD_AXIS_MOTION
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if (GetGamepadAxisMovement(gamepad, axis) != GetGamepadAxisMovementDefault(axis))
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float defaultMovement = (axis == GAMEPAD_AXIS_LEFT_TRIGGER || axis == GAMEPAD_AXIS_RIGHT_TRIGGER)? -1.0f : 0.0f;
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if (GetGamepadAxisMovement(gamepad, axis) != defaultMovement)
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{
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currentEventList->events[currentEventList->count].frame = CORE.Time.frameCounter;
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currentEventList->events[currentEventList->count].type = INPUT_GAMEPAD_AXIS_MOTION;
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