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Improved handling of binding buttons and axes
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@@ -501,7 +501,7 @@ WatchJoystick(SDL_Joystick *joystick)
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}
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}
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break;
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case SDL_JOYBUTTONDOWN:
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case SDL_JOYBUTTONUP:
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if (event.jbutton.which == nJoystickID) {
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SDL_GameControllerExtendedBind binding;
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@@ -544,10 +544,10 @@ WatchJoystick(SDL_Joystick *joystick)
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SDL_Delay(15);
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/* Wait 100 ms for joystick events to stop coming in,
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/* Wait 30 ms for joystick events to stop coming in,
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in case a gamepad sends multiple events for a single control (e.g. axis and button for trigger)
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*/
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if (s_unPendingAdvanceTime && SDL_GetTicks() - s_unPendingAdvanceTime >= 100) {
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if (s_unPendingAdvanceTime && SDL_GetTicks() - s_unPendingAdvanceTime >= 30) {
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SetCurrentBinding(s_iCurrentBinding + 1);
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}
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}
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