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Make gamepad.get_pressed work when gamepad was created from frozen code
For some reason, when the GamePad is created from frozen code, the get_pressed method would always return 0. This fixes it, and makes it work properly no matter how the object was created.
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Lines changed: 2 additions & 3 deletions

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shared-bindings/gamepad/GamePad.c

Lines changed: 2 additions & 3 deletions
Original file line numberDiff line numberDiff line change
@@ -119,9 +119,8 @@ STATIC mp_obj_t gamepad_make_new(const mp_obj_type_t *type, size_t n_args,
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//| held down) can be recorded for the next call.
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//|
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STATIC mp_obj_t gamepad_get_pressed(mp_obj_t self_in) {
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gamepad_obj_t *self = MP_OBJ_TO_PTR(self_in);
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mp_obj_t gamepad = MP_OBJ_NEW_SMALL_INT(self->pressed);
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self->pressed = 0;
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mp_obj_t gamepad = MP_OBJ_NEW_SMALL_INT(gamepad_singleton->pressed);
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gamepad_singleton->pressed = 0;
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return gamepad;
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}
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MP_DEFINE_CONST_FUN_OBJ_1(gamepad_get_pressed_obj, gamepad_get_pressed);

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