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ZO_DIRECTION_UP = 1
ZO_DIRECTION_DOWN = 2
ZO_DIRECTION_LEFT = 3
ZO_DIRECTION_RIGHT = 4
ZO_OPPOSITE_DIRECTIONS =
{
[ ZO_DIRECTION_UP ] = ZO_DIRECTION_DOWN ,
[ ZO_DIRECTION_DOWN ] = ZO_DIRECTION_UP ,
[ ZO_DIRECTION_LEFT ] = ZO_DIRECTION_RIGHT ,
[ ZO_DIRECTION_RIGHT ] = ZO_DIRECTION_LEFT ,
}
--Client Input
----------------------------
return object
end
end
end
--Directional Input
----------------------------
ZO_DI_LEFT_STICK = 1
ZO_DI_RIGHT_STICK = 2
ZO_DI_DPAD = 3
local NUM_INPUT_DEVICES = 3
return obj
end
end
return
end
-- We use an insertion sort because table.sort is unstable
-- All the controls take priority over the non-controls
return
end
end
end
return
end
if ( curObject == object ) then
break
end
end
end
local op =
{
object = object ,
}
end
local op =
{
object = object ,
}
end
else
end
end
--... = input devices
end
end
end
for i = 1 , NUM_INPUT_DEVICES do
return false
end
end
return true
end
-- Continuous updates, this loop will stop once it encounters something that only handles digital inputs
-- The order that objects are activated affects how this works
for i = 1 , NUM_INPUT_DEVICES do
end
end
end
end
end
--... = input devices
if ( numArgs == 0 ) then
end
local resultX = 0
for i = 1 , numArgs do
resultX = x
break
end
end
end
if ( resultX ~= 0 ) then
end
return resultX
end
--... = input devices
if ( numArgs == 0 ) then
end
local resultY = 0
for i = 1 , numArgs do
resultY = y
break
end
end
end
if ( resultY ~= 0 ) then
end
return resultY
end
--... = input devices
if ( numArgs == 0 ) then
end
for i = 1 , numArgs do
if ( x ~= 0 or y ~= 0 ) then
return x , y
end
end
end
--even if there's no input on X,Y we might as well consume the devices since they have no input and won't be used
return 0 , 0
end
local DIGITAL_BUTTON_MAGNITUDE = 1.0
local INPUT_DEVICE_QUERY_X =
{
end ,
end ,
return ( IsKeyDown ( KEY_GAMEPAD_DPAD_LEFT ) and - DIGITAL_BUTTON_MAGNITUDE or 0 ) + ( IsKeyDown ( KEY_GAMEPAD_DPAD_RIGHT ) and DIGITAL_BUTTON_MAGNITUDE or 0 )
end ,
}
end
local INPUT_DEVICE_QUERY_Y =
{
end ,
end ,
return ( IsKeyDown ( KEY_GAMEPAD_DPAD_UP ) and DIGITAL_BUTTON_MAGNITUDE or 0 ) + ( IsKeyDown ( KEY_GAMEPAD_DPAD_DOWN ) and - DIGITAL_BUTTON_MAGNITUDE or 0 )
end ,
}
end
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