mirror of
https://github.com/zeldaret/tp
synced 2026-06-17 15:17:13 -04:00
move / fix bunch of stuff (#133)
* fix some class structures / d_event wip * d_event wip * move gamepad stuff * move m_Do_main * move d_bomb / partial m_Do_reset * format * remove asm * add Z2SoundID enum * move some Z2 classes * fix * move more Z2 stuff * fix fopAc_ac_c more
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@@ -15,39 +15,6 @@ struct mDoRst {
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static u8 mResetData[4 + 4 /* padding */];
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};
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struct interface_of_controller_pad {};
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struct JUTGamePad {
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struct EPadPort {};
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struct CRumble {
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/* 802E19D8 */ void setEnabled(u32);
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};
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struct C3ButtonReset {
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static u8 sCallback[4];
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static u8 sCallbackArg[4 + 4 /* padding */];
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};
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/* 802E06DC */ JUTGamePad(JUTGamePad::EPadPort);
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/* 802E08E4 */ void read();
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/* 802E1024 */ void clearForReset();
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/* 802E199C */ void getGamePad(int);
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static u8 sAnalogMode[4];
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};
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struct mDoCPd_c {
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/* 80007954 */ void create();
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/* 80007A94 */ void read();
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/* 80007B7C */ void convert(interface_of_controller_pad*, JUTGamePad*);
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/* 80007CD0 */ void LRlockCheck(interface_of_controller_pad*);
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/* 80007D74 */ void recalibrate();
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static u8 m_gamePad[16];
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static u8 m_cpadInfo[256];
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};
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//
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// Forward References:
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//
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@@ -72,7 +39,6 @@ extern "C" void read__10JUTGamePadFv();
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extern "C" void clearForReset__10JUTGamePadFv();
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extern "C" void getGamePad__10JUTGamePadFi();
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extern "C" void setEnabled__Q210JUTGamePad7CRumbleFUl();
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extern "C" void PADSetAnalogMode();
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extern "C" void _savegpr_29();
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extern "C" void _restgpr_29();
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extern "C" extern u8 g_HIO[64 + 4 /* padding */];
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@@ -89,12 +55,47 @@ extern "C" extern u8 struct_80451500[4];
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/* ############################################################################################## */
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/* 803DD2D8-803DD2E8 009FF8 0010+00 2/2 6/6 0/0 .bss m_gamePad__8mDoCPd_c */
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u8 mDoCPd_c::m_gamePad[16];
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JUTGamePad* mDoCPd_c::m_gamePad[4];
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/* 803DD2E8-803DD3E8 00A008 0100+00 2/2 84/84 37/37 .bss m_cpadInfo__8mDoCPd_c */
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u8 mDoCPd_c::m_cpadInfo[256];
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interface_of_controller_pad mDoCPd_c::m_cpadInfo[4];
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/* 80007954-80007A94 002294 0140+00 0/0 1/1 0/0 .text create__8mDoCPd_cFv */
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#ifdef NONMATCHING
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void mDoCPd_c::create() {
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JUTGamePad* JUTGamePad_ptr;
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cpadInfo* m_cpadInfo_addr;
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JUTGamePad_ptr = new JUTGamePad(JUTGamePad::Port_1);
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m_gamePad[0] = JUTGamePad_ptr;
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if (lbl_80450580 == 0) {
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m_gamePad[1] = NULL;
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m_gamePad[2] = NULL;
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m_gamePad[3] = NULL;
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JUTGamePad_ptr = m_gamePad[3];
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} else {
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m_gamePad[1] = new JUTGamePad(JUTGamePad::Port_2);
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m_gamePad[2] = new JUTGamePad(JUTGamePad::Port_3);
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JUTGamePad_ptr = new JUTGamePad(JUTGamePad::Port_4);
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}
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m_gamePad[3] = JUTGamePad_ptr;
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if (m_Do_Reset_NS_mDoRst_NS_mResetData->field_0x0 == 0) {
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lbl_80451501 = false;
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lbl_804514EC = resetCallBack__6mDoRstFiPv;
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lbl_804514F0 = 0;
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}
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sAnalogMode = 3;
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PADSetAnalogMode(3);
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m_cpadInfo_addr = &m_cpadInfo;
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for (int i = 4; i != 0; i--) {
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m_cpadInfo_addr->interface.field_0x3a = false;
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m_cpadInfo_addr->interface.field_0x39 = false;
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m_cpadInfo_addr->interface.field_0x3c = false;
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m_cpadInfo_addr->interface.field_0x3b = false;
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m_cpadInfo_addr = m_cpadInfo_addr->unk1;
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}
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}
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#else
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#pragma push
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#pragma optimization_level 0
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#pragma optimizewithasm off
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@@ -103,8 +104,40 @@ asm void mDoCPd_c::create() {
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#include "asm/m_Do/m_Do_controller_pad/create__8mDoCPd_cFv.s"
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}
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#pragma pop
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#endif
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/* 80007A94-80007B7C 0023D4 00E8+00 0/0 1/1 0/0 .text read__8mDoCPd_cFv */
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#ifdef NONMATCHING
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void mDoCPd_c::read() {
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//_savegpr_29();
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gamePad->read();
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if (m_Do_Reset_NS_mDoRst_NS_mResetData->field_0x0 == 0 &&
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m_Do_Reset_NS_mDoRst_NS_mResetData->field_0x8 != 0) {
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JUTGamePad* JUTGamePad_ptr =
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JUTGamePad::getGamePad(m_Do_Reset_NS_mDoRst_NS_mResetData->pad_index);
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bool error = false;
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if (JUTGamePad_ptr->pad_port != 0xffff &&
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JUTGamePad_ptr->rumble.field_0x10 != 0) { // Make the rumble thing right
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error = true;
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}
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if (error = false) {
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m_Do_Reset_NS_mDoRst_NS_mResetData->field_0x8 = 0;
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}
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}
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JUTGamePad** m_gamePad_ptr = m_gamePad;
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cpadInfo* cpad_ptr = &m_cpadInfo;
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for (int i = 0; i < 4; i++) {
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if (*m_gamePad_ptr == 0) {
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cLib_memSet(cpad_ptr, 0, 0x40);
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} else {
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convert(&cpad_ptr->interface, *m_gamePad_ptr);
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LRlockCheck(&cpad_ptr->interface);
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}
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m_gamePad_ptr = m_gamePad_ptr + 1; // Shouldn't it be 4 if it's incrementing a pointer???
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cpad_ptr = cpad_ptr->unk1;
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}
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}
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#else
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#pragma push
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#pragma optimization_level 0
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#pragma optimizewithasm off
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@@ -113,6 +146,7 @@ asm void mDoCPd_c::read() {
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#include "asm/m_Do/m_Do_controller_pad/read__8mDoCPd_cFv.s"
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}
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#pragma pop
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#endif
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/* ############################################################################################## */
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/* 80451A20-80451A24 000020 0004+00 1/1 0/0 0/0 .sdata2 @3709 */
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@@ -133,6 +167,44 @@ SECTION_SDATA2 static f64 lit_3713 = 4503599627370496.0 /* cast u32 to float */;
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/* 80007B7C-80007CD0 0024BC 0154+00 1/1 0/0 0/0 .text
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* convert__8mDoCPd_cFP27interface_of_controller_padP10JUTGamePad */
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#ifdef NONMATCHING
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// off on load order, regalloc, const placement (int-to-float conversion magic).
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void mDoCPd_c::convert(interface_of_controller_pad* pInterface, JUTGamePad* pPad) {
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pInterface->mButtonFlags = pPad->buttons.mButtonFlags;
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pInterface->mPressedButtonFlags = pPad->buttons.mPressedButtonFlags;
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pInterface->mMainStickPosX = pPad->control_stick.mPosX;
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pInterface->mMainStickPosY = pPad->control_stick.mPosY;
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pInterface->mMainStickValue = pPad->control_stick.mValue;
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pInterface->mMainStickAngle = pPad->control_stick.mAngle;
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pInterface->mCStickPosX = pPad->c_stick.mPosX;
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pInterface->mCStickPosY = pPad->c_stick.mPosY;
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pInterface->mCStickValue = pPad->c_stick.mValue;
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pInterface->mCStickAngle = pPad->c_stick.mAngle;
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pInterface->mAnalogA = lbl_80451A20 * pPad->buttons.mAnalogARaw;
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if (pInterface->mAnalogA > lbl_80451A24 /* 1.0 */) {
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pInterface->mAnalogA = lbl_80451A24;
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}
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pInterface->mAnalogB = lbl_80451A20 * pPad->buttons.mAnalogBRaw;
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if (pInterface->mAnalogB > lbl_80451A24 /* 1.0 */) {
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pInterface->mAnalogB = lbl_80451A24;
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}
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// pInterface->mTriggerLeft = pPad->buttons.mTriggerLeftRaw * (1/140.0f);
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pInterface->mTriggerLeft = lbl_80451A28 * pPad->buttons.mTriggerLeftRaw;
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if (pInterface->mTriggerLeft > lbl_80451A24 /* 1.0 */) {
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pInterface->mTriggerLeft = lbl_80451A24;
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}
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pInterface->mTriggerRight = lbl_80451A28 * pPad->buttons.mTriggerRightRaw;
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if (pInterface->mTriggerRight > lbl_80451A24 /* 1.0 */) {
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pInterface->mTriggerRight = lbl_80451A24;
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}
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pInterface->mGamepadErrorFlags = pPad->error_value;
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}
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#else
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#pragma push
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#pragma optimization_level 0
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#pragma optimizewithasm off
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@@ -141,9 +213,39 @@ asm void mDoCPd_c::convert(interface_of_controller_pad* param_0, JUTGamePad* par
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#include "asm/m_Do/m_Do_controller_pad/convert__8mDoCPd_cFP27interface_of_controller_padP10JUTGamePad.s"
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}
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#pragma pop
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#endif
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/* 80007CD0-80007D74 002610 00A4+00 1/1 0/0 0/0 .text
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* LRlockCheck__8mDoCPd_cFP27interface_of_controller_pad */
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#ifdef NONMATCHING
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void mDoCPd_c::LRlockCheck(interface_of_controller_pad* controllerInterface) {
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float temp_1 = controllerInterface->trigger_left; // not sure if temp is left or right
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controllerInterface->field_0x3a = false;
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controllerInterface->field_0x3c = false;
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if (temp_1 <= g_HIO.float_global_1) { // controllerInterface->trigger_left) {
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if (temp_1 < g_HIO.float_global_2) {
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controllerInterface->field_0x39 = false;
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}
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} else {
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if (controllerInterface->field_0x39 == false) {
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controllerInterface->field_0x3a = true;
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}
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controllerInterface->field_0x39 = true;
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}
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if (controllerInterface->trigger_right > g_HIO.float_global_1) {
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if (controllerInterface->field_0x3b == false) {
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controllerInterface->field_0x3c = true;
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}
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controllerInterface->field_0x3b = true;
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return;
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}
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if (controllerInterface->trigger_right >= g_HIO.float_global_2) {
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return;
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}
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controllerInterface->field_0x3b = false;
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return;
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}
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#else
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#pragma push
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#pragma optimization_level 0
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#pragma optimizewithasm off
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@@ -152,13 +254,10 @@ asm void mDoCPd_c::LRlockCheck(interface_of_controller_pad* param_0) {
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#include "asm/m_Do/m_Do_controller_pad/LRlockCheck__8mDoCPd_cFP27interface_of_controller_pad.s"
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}
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#pragma pop
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#endif
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/* 80007D74-80007D9C 0026B4 0028+00 0/0 1/1 0/0 .text recalibrate__8mDoCPd_cFv */
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#pragma push
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#pragma optimization_level 0
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#pragma optimizewithasm off
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asm void mDoCPd_c::recalibrate() {
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nofralloc
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#include "asm/m_Do/m_Do_controller_pad/recalibrate__8mDoCPd_cFv.s"
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void mDoCPd_c::recalibrate(void) {
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JUTGamePad::clearForReset();
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JUTGamePad::CRumble::setEnabled(
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PADMask(PAD_CHAN3_BIT | PAD_CHAN2_BIT | PAD_CHAN1_BIT | PAD_CHAN0_BIT));
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}
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#pragma pop
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