Remove initialization var, its done in steam_controller
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@ -81,8 +81,6 @@ struct GAMEPAD_STATE {
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/* State of the gamepads */
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static GAMEPAD_STATE STATE[GAMEPAD_COUNT];
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static int initialized = 0;
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/* Note whether a gamepad is currently connected */
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#define FLAG_CONNECTED (1<<0)
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#define FLAG_RUMBLE (1<<1)
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@ -523,27 +521,20 @@ static void GamepadRemoveDevice(const WCHAR* devPath) {
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void GamepadInit(void) {
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int i;
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if (initialized == 0)
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{
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initialized = 1;
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/* initialize connection state */
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for (i = 0; i != GAMEPAD_COUNT; ++i) {
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STATE[i].flags = 0;
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STATE[i].hDevice = INVALID_HANDLE_VALUE;
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STATE[i].device = NULL;
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}
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GamepadDetect();
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/* initialize connection state */
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for (i = 0; i != GAMEPAD_COUNT; ++i) {
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STATE[i].flags = 0;
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STATE[i].hDevice = INVALID_HANDLE_VALUE;
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STATE[i].device = NULL;
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}
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GamepadDetect();
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}
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void GamepadUpdate(void) {
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static unsigned long last = 0;
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unsigned long cur = time(NULL);
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if (initialized == 0)
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GamepadInit();
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if (last + 2 < cur) {
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GamepadDetect();
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last = cur;
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