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vpad: Keep second channel empty if no extra GamePad is configured
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294a6de779
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@ -494,7 +494,6 @@ void padscoreExport_KPADReadEx(PPCInterpreter_t* hCPU)
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osLib_returnFromFunction(hCPU, samplesRead);
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}
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bool debugUseDRC1 = true;
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void padscoreExport_KPADRead(PPCInterpreter_t* hCPU)
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{
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ppcDefineParamU32(channel, 0);
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@ -50,7 +50,6 @@
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extern bool isLaunchTypeELF;
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bool debugUseDRC = true;
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VPADDir g_vpadGyroDirOverwrite[VPAD_MAX_CONTROLLERS] =
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{
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{{1.0f,0.0f,0.0f}, {0.0f,1.0f,0.0f}, {0.0f, 0.0f, 0.1f}},
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@ -240,19 +239,20 @@ namespace vpad
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status->tpProcessed2.validity = VPAD_TP_VALIDITY_INVALID_XY;
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const auto controller = InputManager::instance().get_vpad_controller(channel);
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if (!controller || debugUseDRC == false)
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if (!controller)
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{
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// no controller
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// most games expect the Wii U GamePad to be connected, so even if the user has not set it up we should still return empty samples for channel 0
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if(channel != 0)
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{
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if (error)
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*error = VPAD_READ_ERR_NO_CONTROLLER;
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if (length > 0)
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status->vpadErr = -1;
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return 0;
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}
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if (error)
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*error = VPAD_READ_ERR_NONE; // VPAD_READ_ERR_NO_DATA; // VPAD_READ_ERR_NO_CONTROLLER;
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*error = VPAD_READ_ERR_NONE;
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return 1;
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//osLib_returnFromFunction(hCPU, 1); return;
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}
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if (channel != 0)
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{
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debugBreakpoint();
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}
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const bool vpadDelayEnabled = ActiveSettings::VPADDelayEnabled();
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@ -274,9 +274,7 @@ namespace vpad
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// not ready yet
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if (error)
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*error = VPAD_READ_ERR_NONE;
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return 0;
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//osLib_returnFromFunction(hCPU, 0); return;
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}
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else if (dif <= ESPRESSO_TIMER_CLOCK)
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{
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