Deltarune (Chapter 2) script viewer

← back to main script listing

gml_GlobalScript_scr_gamepad_check_any

(view raw script w/o annotations or w/e)
1
function 
scr_gamepad_check_any
scr_gamepad_check_any

function
scr_gamepad_check_any()
{ var any_input; if (!i_ex(obj_gamecontroller)) { return false; } else { any_input = false; for (var i = 0; i < 4; i += 1) { if (
scr_gamepad_axis_check(obj_gamecontroller.gamepad_id, i))
{ any_input = true; break; } } for (var i = 0; i < 10; i += 1) { if (gamepad_button_check(obj_gamecontroller.gamepad_id, global.input_g[i])) { any_input = true; break; } } } return any_input; }
()
2
{
3
    var any_input;
4
    if (!i_ex(obj_gamecontroller))
5
    {
6
        return false;
7
    }
8
    else
9
    {
10
        any_input = false;
11
        for (var i = 0; i < 4; i += 1)
12
        {
13
            if (
scr_gamepad_axis_check
scr_gamepad_axis_check

function
scr_gamepad_axis_check(arg0, arg1)
{ axis_value = instance_exists(obj_time) ? obj_time.axis_value : 0.4; __returnvalue = 0; if (arg1 == 0) { if (gamepad_axis_value(arg0, gp_axislv) >= axis_value) __returnvalue = 1; } if (arg1 == 1) { if (gamepad_axis_value(arg0, gp_axislh) >= axis_value) __returnvalue = 1; } if (arg1 == 2) { if (gamepad_axis_value(arg0, gp_axislv) <= -axis_value) __returnvalue = 1; } if (arg1 == 3) { if (gamepad_axis_value(arg0, gp_axislh) <= -axis_value) __returnvalue = 1; } return __returnvalue; }
(obj_gamecontroller.gamepad_id, i))
14
            {
15
                any_input = true;
16
                break;
17
            }
18
        }
19
        for (var i = 0; i < 10; i += 1)
20
        {
21
            if (gamepad_button_check(obj_gamecontroller.gamepad_id, global.input_g[i]))
22
            {
23
                any_input = true;
24
                break;
25
            }
26
        }
27
    }
28
    return any_input;
29
}