Fixed dolphin input
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@@ -49,8 +49,8 @@ void inputUpdateDolphin(void) {
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PAD_ScanPads();
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#ifdef DUSK_INPUT_GAMEPAD
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for(uint8_t i = 0; i < INPUT_PAD_COUNT; i++) {
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INPUT.platform.padState[i] = PAD_ButtonsDown(i);
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for(uint8_t i = 0; i < INPUT_DOLPHIN_PAD_COUNT; i++) {
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INPUT.platform.padState[i] = PAD_ButtonsHeld(i);
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INPUT.platform.pads[i][INPUT_GAMEPAD_AXIS_LEFT_X] = (
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INPUT_DOLPHIN_AXIS(PAD_StickX(i))
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@@ -83,12 +83,12 @@ float_t inputButtonGetValueDolphin(const inputbutton_t button) {
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switch(button.type) {
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#ifdef DUSK_INPUT_GAMEPAD
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case INPUT_BUTTON_TYPE_GAMEPAD: {
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if(INPUT.padState[0] & button.gpButton) return 1.0f;
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if(INPUT.platform.padState[0] & button.gpButton) return 1.0f;
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return 0.0f;
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}
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case INPUT_BUTTON_TYPE_GAMEPAD_AXIS: {
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float_t value = INPUT.pads[0][button.gpAxis.axis];
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float_t value = INPUT.platform.pads[0][button.gpAxis.axis];
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if(!button.gpAxis.positive) value = -value;
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if(value >= INPUT.deadzone) return value;
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return 0.0f;
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