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https://github.com/Zelda64Recomp/Zelda64Recomp
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fix: use sdl userevent to set await_stick_return when scanning for input (#413)
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@@ -1350,6 +1350,13 @@ void draw_hook(RT64::RenderCommandList* command_list, RT64::RenderFramebuffer* s
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non_mouse_interacted = true;
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kb_interacted = true;
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break;
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case SDL_EventType::SDL_USEREVENT:
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if (cur_event.user.code == SDL_GameControllerAxis::SDL_CONTROLLER_AXIS_LEFTY) {
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ui_context->rml.await_stick_return_y = true;
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} else if (cur_event.user.code == SDL_GameControllerAxis::SDL_CONTROLLER_AXIS_LEFTX) {
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ui_context->rml.await_stick_return_x = true;
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}
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break;
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case SDL_EventType::SDL_CONTROLLERAXISMOTION:
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SDL_ControllerAxisEvent* axis_event = &cur_event.caxis;
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if (axis_event->axis != SDL_GameControllerAxis::SDL_CONTROLLER_AXIS_LEFTY && axis_event->axis != SDL_GameControllerAxis::SDL_CONTROLLER_AXIS_LEFTX) {
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