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Tweak dead zone calculation
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768e967e04
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@ -468,8 +468,8 @@ namespace DS4Windows
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double tempOutputX = 0.0, tempOutputY = 0.0;
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if (lsDeadzone > 0)
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{
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tempLsXDead = Math.Cos(r) * (lsDeadzone);
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tempLsYDead = Math.Sin(r) * (-lsDeadzone);
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tempLsXDead = Math.Abs(Math.Cos(r)) * (lsDeadzone / 127.0) * maxXValue;
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tempLsYDead = Math.Abs(Math.Sin(r)) * (lsDeadzone / 127.0) * maxYValue;
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if (lsSquared > lsDeadzoneSquared)
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{
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@ -526,8 +526,8 @@ namespace DS4Windows
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double tempOutputX = 0.0, tempOutputY = 0.0;
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if (rsDeadzone > 0)
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{
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tempRsXDead = Math.Cos(r) * (rsDeadzone);
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tempRsYDead = Math.Sin(r) * (-rsDeadzone);
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tempRsXDead = Math.Abs(Math.Cos(r)) * (rsDeadzone / 127.0) * maxXValue;
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tempRsYDead = Math.Abs(Math.Sin(r)) * (rsDeadzone / 127.0) * maxYValue;
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if (rsSquared > rsDeadzoneSquared)
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{
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