fix turbojump
GitOrigin-RevId: 822e0e0830d4f701c1738732718e7f301a67e6af
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@ -82,7 +82,8 @@ namespace Jumpy {
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// TODO: refactor input to have a virtual "which directions & buttons were being pressed"
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// instead of complicated if-statements in this function.
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void UpdateFromGamePad(GameTime time, History<GamePadState> gamePad) {
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if (gamePad[0].IsButtonDown(Buttons.A) && airState == AirState.Ground) {
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if (gamePad[0].IsButtonDown(Buttons.A) && gamePad[1].IsButtonUp(Buttons.A) &&
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airState == AirState.Ground) {
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pose = Pose.Jumping;
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airState = AirState.Jumping;
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jumpTime = 0.5;
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