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Treat the keyboard and pads differently.
We basically never want two pads active at once, but keyboard is different. So, they need to be treated differently. Fixes #1212.
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@@ -55,9 +55,7 @@ int XinputDevice::UpdateState(InputState &input_state) {
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// If there's an XInput pad, skip following pads. This prevents DInput and XInput
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// from colliding.
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if (left.x != 0.0f || left.y != 0.0f)
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return UPDATESTATE_SKIP_NEXT;
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return 0;
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return UPDATESTATE_SKIP_PAD;
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} else {
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// wait check_delay frames before polling the controller again
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this->gamepad_idx = -1;
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