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https://github.com/photonstorm/phaser
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Fixed lint issues in Gamepad and GamepadManager.
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786d2068a3
commit
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2 changed files with 25 additions and 25 deletions
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@ -12,7 +12,7 @@ var EventEmitter = require('eventemitter3');
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/**
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* @classdesc
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* A single Gamepad.
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*
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*
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* These are created, updated and managed by the Gamepad Manager.
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*
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* @class Gamepad
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@ -54,13 +54,13 @@ var Gamepad = new Class({
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/**
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* A string containing some information about the controller.
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*
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*
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* This is not strictly specified, but in Firefox it will contain three pieces of information
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* separated by dashes (-): two 4-digit hexadecimal strings containing the USB vendor and
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* product id of the controller, and the name of the controller as provided by the driver.
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* In Chrome it will contain the name of the controller as provided by the driver,
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* followed by vendor and product 4-digit hexadecimal strings.
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*
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*
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* @name Phaser.Input.Gamepad.Gamepad#id
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* @type {string}
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* @since 3.0.0
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@ -142,7 +142,7 @@ var Gamepad = new Class({
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* @private
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* @since 3.10.0
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*/
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this._LCRight = (buttons[15]) ? buttons[15] : _noButton;;
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this._LCRight = (buttons[15]) ? buttons[15] : _noButton;
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/**
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* A reference to the Top Button in the Left Cluster.
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@ -152,7 +152,7 @@ var Gamepad = new Class({
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* @private
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* @since 3.10.0
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*/
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this._LCTop = (buttons[12]) ? buttons[12] : _noButton;;
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this._LCTop = (buttons[12]) ? buttons[12] : _noButton;
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/**
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* A reference to the Bottom Button in the Left Cluster.
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@ -162,7 +162,7 @@ var Gamepad = new Class({
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* @private
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* @since 3.10.0
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*/
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this._LCBottom = (buttons[13]) ? buttons[13] : _noButton;;
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this._LCBottom = (buttons[13]) ? buttons[13] : _noButton;
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/**
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* A reference to the Left Button in the Right Cluster.
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@ -172,7 +172,7 @@ var Gamepad = new Class({
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* @private
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* @since 3.10.0
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*/
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this._RCLeft = (buttons[2]) ? buttons[2] : _noButton;;
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this._RCLeft = (buttons[2]) ? buttons[2] : _noButton;
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/**
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* A reference to the Right Button in the Right Cluster.
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@ -182,7 +182,7 @@ var Gamepad = new Class({
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* @private
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* @since 3.10.0
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*/
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this._RCRight = (buttons[1]) ? buttons[1] : _noButton;;
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this._RCRight = (buttons[1]) ? buttons[1] : _noButton;
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/**
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* A reference to the Top Button in the Right Cluster.
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@ -192,7 +192,7 @@ var Gamepad = new Class({
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* @private
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* @since 3.10.0
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*/
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this._RCTop = (buttons[3]) ? buttons[3] : _noButton;;
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this._RCTop = (buttons[3]) ? buttons[3] : _noButton;
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/**
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* A reference to the Bottom Button in the Right Cluster.
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@ -202,7 +202,7 @@ var Gamepad = new Class({
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* @private
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* @since 3.10.0
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*/
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this._RCBottom = (buttons[0]) ? buttons[0] : _noButton;;
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this._RCBottom = (buttons[0]) ? buttons[0] : _noButton;
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/**
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* A reference to the Top Left Front Button (L1 Shoulder Button)
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@ -212,7 +212,7 @@ var Gamepad = new Class({
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* @private
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* @since 3.10.0
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*/
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this._FBLeftTop = (buttons[4]) ? buttons[4] : _noButton;;
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this._FBLeftTop = (buttons[4]) ? buttons[4] : _noButton;
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/**
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* A reference to the Bottom Left Front Button (L2 Shoulder Button)
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@ -222,7 +222,7 @@ var Gamepad = new Class({
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* @private
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* @since 3.10.0
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*/
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this._FBLeftBottom = (buttons[6]) ? buttons[6] : _noButton;;
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this._FBLeftBottom = (buttons[6]) ? buttons[6] : _noButton;
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/**
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* A reference to the Top Right Front Button (R1 Shoulder Button)
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@ -232,7 +232,7 @@ var Gamepad = new Class({
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* @private
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* @since 3.10.0
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*/
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this._FBRightTop = (buttons[5]) ? buttons[5] : _noButton;;
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this._FBRightTop = (buttons[5]) ? buttons[5] : _noButton;
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/**
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* A reference to the Bottom Right Front Button (R2 Shoulder Button)
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@ -242,7 +242,7 @@ var Gamepad = new Class({
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* @private
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* @since 3.10.0
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*/
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this._FBRightBottom = (buttons[7]) ? buttons[7] : _noButton;;
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this._FBRightBottom = (buttons[7]) ? buttons[7] : _noButton;
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var _noAxis = { value: 0 };
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@ -290,7 +290,7 @@ var Gamepad = new Class({
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/**
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* Gets the value of a button based on the given index.
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* The index must be valid within the range of buttons supported by this Gamepad.
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*
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*
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* The return value will be either 0 or 1 for an analogue button, or a float between 0 and 1
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* for a pressure-sensitive digital button, such as the shoulder buttons on a Dual Shock.
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*
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@ -23,11 +23,11 @@ var Gamepad = require('./Gamepad');
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/**
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* @classdesc
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* The Gamepad Manager is a helper class that belongs to the Input Manager.
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*
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*
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* Its role is to listen for native DOM Gamepad Events and then process them.
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*
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*
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* You do not need to create this class directly, the Input Manager will create an instance of it automatically.
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*
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*
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* You can access it from within a Scene using `this.input.gamepad`. For example, you can do:
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*
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* ```javascript
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@ -227,7 +227,7 @@ var GamepadManager = new Class({
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/**
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* Refreshes the list of connected Gamepads.
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*
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*
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* This is called automatically when a gamepad is connected or disconnected,
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* and during the update loop.
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*
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@ -264,7 +264,7 @@ var GamepadManager = new Class({
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if (!currentPad)
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{
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// A new Gamepad, not currently stored locally
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var newPad = new Gamepad(this, livePad);
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var newPad = new Gamepad(this, livePad);
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currentPads[index] = newPad;
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@ -350,7 +350,7 @@ var GamepadManager = new Class({
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/**
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* The internal update loop. Refreshes all connected gamepads and processes their events.
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*
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*
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* Called automatically by the Input Manager, invoked from the Game step.
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*
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* @method Phaser.Input.Gamepad.GamepadManager#update
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@ -447,7 +447,7 @@ var GamepadManager = new Class({
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/**
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* A reference to the first connected Gamepad.
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*
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*
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* This will be undefined if either no pads are connected, or the browser
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* has not yet issued a gamepadconnect, which can happen even if a Gamepad
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* is plugged in, but hasn't yet had any buttons pressed on it.
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@ -467,7 +467,7 @@ var GamepadManager = new Class({
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/**
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* A reference to the second connected Gamepad.
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*
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*
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* This will be undefined if either no pads are connected, or the browser
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* has not yet issued a gamepadconnect, which can happen even if a Gamepad
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* is plugged in, but hasn't yet had any buttons pressed on it.
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@ -487,7 +487,7 @@ var GamepadManager = new Class({
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/**
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* A reference to the third connected Gamepad.
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*
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*
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* This will be undefined if either no pads are connected, or the browser
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* has not yet issued a gamepadconnect, which can happen even if a Gamepad
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* is plugged in, but hasn't yet had any buttons pressed on it.
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@ -507,7 +507,7 @@ var GamepadManager = new Class({
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/**
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* A reference to the fourth connected Gamepad.
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*
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*
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* This will be undefined if either no pads are connected, or the browser
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* has not yet issued a gamepadconnect, which can happen even if a Gamepad
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* is plugged in, but hasn't yet had any buttons pressed on it.
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