public void HandleStateFromInput(Smacker smacker, Input input)
        {
            if((smacker.state == SmackerState.DeadDown)||(smacker.state == SmackerState.DeadRight)||(smacker.state == SmackerState.DeadLeft) ||
                (smacker.state == SmackerState.DeadUpStar) ||(smacker.state == SmackerState.DeadUpCamera) ||(smacker.state == SmackerState.Rebirth) ||
                (smacker.state == SmackerState.DamageAir) ||(smacker.state == SmackerState.DamageGround) ||(smacker.state == SmackerState.ShieldBreak) ||
                (smacker.state == SmackerState.ShieldStunned) || (smacker.state == SmackerState.NoTechBounceUp) || (smacker.state == SmackerState.Helpless))
            {
                return;
            }

            //PAUSE GAME
            if(input.Start)
            {
                //pause the game
                if(pauseAlpha > 100)
                {
                    GamePaused = !GamePaused;
                    pauseAlpha = 0;
                }
            }
            //ANALOG STICK INPUTS
            if(input.up > 0)
            {
                if(input.up > MaxStickExtension * 2 / 3)
                {

                }
                else if (input.up > MaxStickExtension / 3)
                {

                }
                else
                {

                }
            }
            else if(input.down > 0)
            {
                if(input.down > MaxStickExtension * 2 / 3)
                {

                }
                else if (input.down > MaxStickExtension / 3)
                {

                }
                else
                {

                }
            }
            else if(input.right > 0)
            {
                if(input.right > MaxStickExtension * 2 / 3)
                {

                }
                else if (input.right > MaxStickExtension / 3)
                {

                }
                else
                {

                }
            }
            else if(input.left > 0)
            {
                if(input.left > MaxStickExtension * 2 / 3)
                {

                }
                else if (input.left > MaxStickExtension / 3)
                {

                }
                else
                {

                }
            }

            //C-STICK INPUTS
            if(input.upC > 0)
            {
                if(input.upC > MaxStickExtension * 2 / 3)
                {

                }
                else if (input.upC > MaxStickExtension / 3)
                {

                }
                else
                {

                }
            }
            else if (input.downC > 0)
            {
                if(input.downC > MaxStickExtension * 2 / 3)
                {

                }
                else if (input.downC > MaxStickExtension / 3)
                {

                }
                else
                {

                }
            }
            else if (input.rightC > 0)
            {
                if(input.rightC > MaxStickExtension * 2 / 3)
                {

                }
                else if (input.rightC > MaxStickExtension / 3)
                {

                }
                else
                {

                }
            }
            else if (input.leftC > 0)
            {
                if(input.leftC > MaxStickExtension * 2 / 3)
                {

                }
                else if (input.leftC > MaxStickExtension / 3)
                {

                }
                else
                {

                }
            }

            //TRIGGERS
            if(input.LeftTrigger > 0)
            {
                if()
            }
            else if(input.RightTrigger > 0)
            {

            }

            //ANALOG TRIGGER
            if(input.RightAnalog)
            {

            }
            else if(input.LeftAnalog)
            {

            }

            //BUTTONS
            if(input.A)
            {

            }
            else if(input.B)
            {

            }
            else if(input.X)
            {

            }
            else if(input.Y)
            {

            }
        }
 private void UpdateFromClientGamepad(InputPacket input)
 {
     //update position based on client input
     Input playerInput = new Input()
     {
         A = input.A,
         B = input.B,
         X = input.X,
         Y = input.Y,
         RightAnalog = input.RightAnalog,
         LeftAnalog = input.LeftAnalog,
         Start = input.Start,
         down = input.Down,
         up = input.Up,
         left = input.Left,
         right = input.Right,
         downC = input.DownC,
         upC = input.UpC,
         rightC = input.RightC,
         leftC = input.LeftC,
         RightTrigger = input.RightTrigger,
         LeftTrigger = input.LeftTrigger,
     };
     playerInputs.Add(new Tuple<int, Input>(input.playerNum, playerInput));
 }