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- //player 1
- //movement or arrow keys
- // define the cases
- left = 0
- right = 1
- up = 2
- down = 3
- jumprel = 4
- jump = 5
- attack = 6
- attackrel = 7
- action = 8
- actionrel = 9
- pressed = false;
- // switch the cases lol
- switch (argument0) {
- case 0: pressed = gamepad_button_check(0,gp_padl) or gamepad_button_check(1,gp_padl) or keyboard_check(vk_left)
- break;
- case 1: pressed = gamepad_button_check(0,gp_padr) or gamepad_button_check(1,gp_padr) or keyboard_check(vk_right)
- break;
- case 2: pressed = gamepad_button_check(0,gp_padu) or keyboard_check(vk_up) or gamepad_button_check(1,gp_padu)
- break;
- case 3: pressed = gamepad_button_check(0,gp_padd) or keyboard_check(vk_down) or gamepad_button_check(1,gp_padd)
- break;
- case 4: pressed = gamepad_button_check_released(0,gp_face1) or gamepad_button_check_released(1,gp_face1) or keyboard_check_released(ord("X"))or keyboard_check_released(ord("Y"))
- break;
- case 5: pressed = gamepad_button_check_pressed(0,gp_face1) or gamepad_button_check_pressed(1,gp_face1) or keyboard_check_pressed(ord("X")) or keyboard_check_pressed(ord("Y"))
- break;
- case 6: pressed = gamepad_button_check_pressed(0,gp_face3) or gamepad_button_check_pressed(1,gp_face3) or keyboard_check_pressed(ord("C"))
- break;
- case 7: pressed = gamepad_button_check_released(0,gp_face3) or gamepad_button_check_released(1,gp_face3) or keyboard_check_released(ord("C"))
- break;
- case 8: pressed = gamepad_button_check_pressed(0,gp_face2) or gamepad_button_check_pressed(1,gp_face2) or keyboard_check_pressed(ord("V"))
- break;
- case 9: pressed = gamepad_button_check_released(0,gp_face2) or keyboard_check_released(ord("V")) or gamepad_button_check_released(1 ,gp_face2)
- break;
- }
- return pressed
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