var padID = argument0; var buttonID = argument1; switch (buttonID) { case "": { return 0; } case leftUp: { return (gamepad_axis_value(padID,gp_axislv) < -oControl.gamepadThreshold); } break; case leftDown: { return (gamepad_axis_value(padID,gp_axislv) > oControl.gamepadThreshold); } break; case leftLeft: { return (gamepad_axis_value(padID,gp_axislh) < -oControl.gamepadThreshold); } break; case leftRight: { return (gamepad_axis_value(padID,gp_axislh) > oControl.gamepadThreshold); } break; case rightUp: { return (gamepad_axis_value(padID,gp_axisrv) < -oControl.gamepadThreshold); } break; case rightDown: { return (gamepad_axis_value(padID,gp_axisrv) > oControl.gamepadThreshold); } break; case rightLeft: { return (gamepad_axis_value(padID,gp_axisrh) < -oControl.gamepadThreshold); } break; case rightRight: { return (gamepad_axis_value(padID,gp_axisrh) > oControl.gamepadThreshold); } break; default: { return gamepad_button_check(padID,buttonID); } break; }