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syncronize to raylib-dev
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headers/raylib.h

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@@ -13,7 +13,7 @@
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* - Outstanding texture formats support, including compressed formats (DXT, ETC, ASTC)
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* - Full 3d support for 3d Shapes, Models, Billboards, Heightmaps and more!
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* - Flexible Materials system, supporting classic maps and PBR maps
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* - Animated 3D models supported (skeletal bones animation) (IQM, glTF)
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* - Animated 3D models supported (skeletal bones animation) (IQM)
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* - Shaders support, including Model shaders and Postprocessing shaders
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* - Powerful math module for Vector, Matrix and Quaternion operations: [raymath]
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* - Audio loading and playing with streaming support (WAV, OGG, MP3, FLAC, XM, MOD)
@@ -1079,7 +1079,6 @@ RLAPI int GetCharPressed(void); // Get char presse
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// Input-related functions: gamepads
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RLAPI bool IsGamepadAvailable(int gamepad); // Check if a gamepad is available
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RLAPI bool IsGamepadName(int gamepad, const char *name); // Check gamepad name (if available)
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RLAPI const char *GetGamepadName(int gamepad); // Get gamepad internal name id
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RLAPI bool IsGamepadButtonPressed(int gamepad, int button); // Check if a gamepad button has been pressed once
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RLAPI bool IsGamepadButtonDown(int gamepad, int button); // Check if a gamepad button is being pressed

source/ray_header.pas

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@@ -1034,10 +1034,8 @@ procedure SetExitKey(key:longint);cdecl;external cDllName;// Set a custom key to
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function GetKeyPressed:longint;cdecl;external cDllName;// Get key pressed (keycode), call it multiple times for keys queued, returns 0 when the queue is empty
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function GetCharPressed:longint;cdecl;external cDllName;// Get char pressed (unicode), call it multiple times for chars queued, returns 0 when the queue is empty
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(* Input-related functions: gamepads *)
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function IsGamepadAvailable(gamepad:longint):boolean;cdecl;external cDllName;// Check if a gamepad is available
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function IsGamepadName(gamepad:longint; name:Pchar):boolean;cdecl;external cDllName;// Check gamepad name (if available)
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function GetGamepadName(gamepad:longint):Pchar;cdecl;external cDllName;// Get gamepad internal name id
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function IsGamepadButtonPressed(gamepad:longint; button:longint):boolean;cdecl;external cDllName;// Check if a gamepad button has been pressed once
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function IsGamepadButtonDown(gamepad:longint; button:longint):boolean;cdecl;external cDllName;// Check if a gamepad button is being pressed

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