Minor tweaks
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@ -1147,7 +1147,7 @@ void PollInputEvents(void)
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const unsigned char *buttons = state.buttons;
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for (int k = 0; (buttons != NULL) && (k < GLFW_GAMEPAD_BUTTON_DPAD_LEFT + 1) && (k < MAX_GAMEPAD_BUTTONS); k++)
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for (int k = 0; (buttons != NULL) && (k < MAX_GAMEPAD_BUTTONS); k++)
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{
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int button = -1; // GamepadButton enum values assigned
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@ -1189,7 +1189,7 @@ void PollInputEvents(void)
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// Get current axis state
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const float *axes = state.axes;
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for (int k = 0; (axes != NULL) && (k < GLFW_GAMEPAD_AXIS_LAST + 1) && (k < MAX_GAMEPAD_AXIS); k++)
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for (int k = 0; (axes != NULL) && (k < GLFW_GAMEPAD_AXIS_LAST + 1); k++)
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{
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CORE.Input.Gamepad.axisState[i][k] = axes[k];
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}
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@ -337,7 +337,7 @@ void DrawCircleSector(Vector2 center, float radius, float startAngle, float endA
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}
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// NOTE: In case number of segments is odd, we add one last piece to the cake
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if (((unsigned int)segments%2) == 1)
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if ((((unsigned int)segments)%2) == 1)
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{
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rlColor4ub(color.r, color.g, color.b, color.a);
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