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Formatting tweak
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@@ -4293,8 +4293,8 @@ static EM_BOOL EmscriptenGamepadCallback(int eventType, const EmscriptenGamepadE
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eventType != 0? emscripten_event_type_to_string(eventType) : "Gamepad state",
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eventType != 0? emscripten_event_type_to_string(eventType) : "Gamepad state",
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gamepadEvent->timestamp, gamepadEvent->connected, gamepadEvent->index, gamepadEvent->numAxes, gamepadEvent->numButtons, gamepadEvent->id, gamepadEvent->mapping);
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gamepadEvent->timestamp, gamepadEvent->connected, gamepadEvent->index, gamepadEvent->numAxes, gamepadEvent->numButtons, gamepadEvent->id, gamepadEvent->mapping);
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for(int i = 0; i < gamepadEvent->numAxes; ++i) TraceLog(LOG_DEBUG, "Axis %d: %g", i, gamepadEvent->axis[i]);
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for (int i = 0; i < gamepadEvent->numAxes; ++i) TraceLog(LOG_DEBUG, "Axis %d: %g", i, gamepadEvent->axis[i]);
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for(int i = 0; i < gamepadEvent->numButtons; ++i) TraceLog(LOG_DEBUG, "Button %d: Digital: %d, Analog: %g", i, gamepadEvent->digitalButton[i], gamepadEvent->analogButton[i]);
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for (int i = 0; i < gamepadEvent->numButtons; ++i) TraceLog(LOG_DEBUG, "Button %d: Digital: %d, Analog: %g", i, gamepadEvent->digitalButton[i], gamepadEvent->analogButton[i]);
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*/
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*/
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if ((gamepadEvent->connected) && (gamepadEvent->index < MAX_GAMEPADS)) gamepadReady[gamepadEvent->index] = true;
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if ((gamepadEvent->connected) && (gamepadEvent->index < MAX_GAMEPADS)) gamepadReady[gamepadEvent->index] = true;
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@@ -3024,7 +3024,7 @@ Shader LoadShaderCode(char *vsCode, char *fsCode)
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glGetProgramiv(shader.id, GL_ACTIVE_UNIFORMS, &uniformCount);
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glGetProgramiv(shader.id, GL_ACTIVE_UNIFORMS, &uniformCount);
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for(int i = 0; i < uniformCount; i++)
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for (int i = 0; i < uniformCount; i++)
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{
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{
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int namelen = -1;
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int namelen = -1;
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int num = -1;
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int num = -1;
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