function Input._listenForEvents(b)local Q=UserInputService.InputBegan:connect(function(Q,O)b:_checkDown(Q,true)end)local O=UserInputService.InputEnded:connect(function(Q,O)b:_checkDown(Q,false)end)local o=UserInputService.InputChanged:connect(function(Q,O)b:_checkMouseMoved(Q)end)local w=UserInputService.TouchMoved:connect(function(Q,O)b:_checkMouseMoved(Q,true)end)b._events={Q,O,o}end
-- Initialize Events
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
