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synced 2026-07-09 17:25:37 -06:00
process motion controls for all controllers, not just the first one
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@ -322,7 +322,6 @@ int ProcessStates(s32 handle, OrbisPadData* pData, Input::GameController& contro
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pData[i].angularVelocity.z = states[i].angularVelocity.z;
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pData[i].angularVelocity.z = states[i].angularVelocity.z;
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pData[i].orientation = {0.0f, 0.0f, 0.0f, 1.0f};
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pData[i].orientation = {0.0f, 0.0f, 0.0f, 1.0f};
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if (handle == 1) {
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const auto gyro_poll_rate = controller.accel_poll_rate;
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const auto gyro_poll_rate = controller.accel_poll_rate;
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if (gyro_poll_rate != 0.0f) {
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if (gyro_poll_rate != 0.0f) {
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auto now = std::chrono::steady_clock::now();
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auto now = std::chrono::steady_clock::now();
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@ -338,7 +337,6 @@ int ProcessStates(s32 handle, OrbisPadData* pData, Input::GameController& contro
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pData[i].orientation = outputOrientation;
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pData[i].orientation = outputOrientation;
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controller.SetLastOrientation(outputOrientation);
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controller.SetLastOrientation(outputOrientation);
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}
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}
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}
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pData[i].touchData.touchNum =
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pData[i].touchData.touchNum =
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(states[i].touchpad[0].state ? 1 : 0) + (states[i].touchpad[1].state ? 1 : 0);
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(states[i].touchpad[0].state ? 1 : 0) + (states[i].touchpad[1].state ? 1 : 0);
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