function Input._listenForEvents(M)local c=UserInputService.InputBegan:connect(function(c,Z)M:_checkDown(c,true)end)local Z=UserInputService.InputEnded:connect(function(c,Z)M:_checkDown(c,false)end)local N=UserInputService.InputChanged:connect(function(c,Z)M:_checkMouseMoved(c)end)local z=UserInputService.TouchMoved:connect(function(c,Z)M:_checkMouseMoved(c,true)end)M._events={c,Z;N}end

function Input:_listenForEvents ()
	local e1 = UserInputService.InputBegan:connect (function (input, gameProcessed)
	--	if (gameProcessed) then return end
		self:_checkDown (input, true);
	end)
	local e2 = UserInputService.InputEnded:connect (function (input, gameProcessed)
	--	if (gameProcessed) then return end
		self:_checkDown (input, false);
	end)
	local e3 = UserInputService.InputChanged:connect (function (input, gameProcessed)
	--	if (gameProcessed) then return end
		self:_checkMouseMoved (input);
	end);
	local e4 = UserInputService.TouchMoved:connect (function (input, gameProcessed)
	--	if (gameProcessed) then return end
		self:_checkMouseMoved (input, true);
	end)
	
	self._events = {e1, e2, e3};
end
