Refactor GetGamepadName/GetGamepadAxisCount to single-return pattern
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src/rcore.c
12
src/rcore.c
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@ -3934,9 +3934,11 @@ bool IsGamepadAvailable(int gamepad)
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// Get gamepad internal name id
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// Get gamepad internal name id
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const char *GetGamepadName(int gamepad)
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const char *GetGamepadName(int gamepad)
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{
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{
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if ((gamepad < 0) || (gamepad >= MAX_GAMEPADS)) return NULL;
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const char *name = NULL;
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return CORE.Input.Gamepad.name[gamepad];
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if ((gamepad >= 0) && (gamepad < MAX_GAMEPADS)) name = CORE.Input.Gamepad.name[gamepad];
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return name;
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}
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}
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// Check if gamepad button has been pressed once
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// Check if gamepad button has been pressed once
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@ -4001,9 +4003,11 @@ int GetGamepadButtonPressed(void)
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// Get gamepad axis count
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// Get gamepad axis count
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int GetGamepadAxisCount(int gamepad)
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int GetGamepadAxisCount(int gamepad)
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{
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{
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if ((gamepad < 0) || (gamepad >= MAX_GAMEPADS)) return 0;
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int result = 0;
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return CORE.Input.Gamepad.axisCount[gamepad];
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if ((gamepad >= 0) && (gamepad < MAX_GAMEPADS)) result = CORE.Input.Gamepad.axisCount[gamepad];
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return result;
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}
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}
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// Get axis movement vector for a gamepad
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// Get axis movement vector for a gamepad
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