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Use SDL_GAMEPAD_TYPE_UNKNOWN, not SDL_GAMEPAD_TYPE_INVALID
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@@ -525,7 +525,7 @@ extern DECLSPEC const char *SDLCALL SDL_GetGamepadPath(SDL_Gamepad *gamepad);
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* Get the type of an opened gamepad.
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*
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* \param gamepad the gamepad object to query.
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* \returns the gamepad type, or SDL_GAMEPAD_TYPE_INVALID if it's not
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* \returns the gamepad type, or SDL_GAMEPAD_TYPE_UNKNOWN if it's not
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* available.
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*
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* \since This function is available since SDL 3.0.0.
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@@ -538,7 +538,7 @@ extern DECLSPEC SDL_GamepadType SDLCALL SDL_GetGamepadType(SDL_Gamepad *gamepad)
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* Get the type of an opened gamepad, ignoring any mapping override.
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*
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* \param gamepad the gamepad object to query.
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* \returns the gamepad type, or SDL_GAMEPAD_TYPE_INVALID if it's not
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* \returns the gamepad type, or SDL_GAMEPAD_TYPE_UNKNOWN if it's not
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* available.
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*
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* \since This function is available since SDL 3.0.0.
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@@ -728,7 +728,7 @@ extern DECLSPEC void SDLCALL SDL_UpdateGamepads(void);
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*
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* \param str string representing a SDL_GamepadType type
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* \returns the SDL_GamepadType enum corresponding to the input string, or
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* `SDL_GAMEPAD_TYPE_INVALID` if no match was found.
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* `SDL_GAMEPAD_TYPE_UNKNOWN` if no match was found.
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*
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* \since This function is available since SDL 3.0.0.
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*
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