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Tas input works with bongos too.
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@ -111,7 +111,7 @@ public:
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NetPlaySetupDiag* g_NetPlaySetupDiag;
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NetPlaySetupDiag* g_NetPlaySetupDiag;
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wxCheatsWindow* g_CheatsWindow;
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wxCheatsWindow* g_CheatsWindow;
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TASInputDlg* g_TASInputDlg[4];
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TASInputDlg* g_TASInputDlg[4];
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void InitBitmaps();
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void InitBitmaps();
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void DoPause();
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void DoPause();
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void DoStop();
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void DoStop();
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@ -649,9 +649,9 @@ void CFrame::OnTASInput(wxCommandEvent& event)
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{
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{
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std::string number[4] = {"1","2","3","4"};
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std::string number[4] = {"1","2","3","4"};
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for(int i = 0; i < 4; i++)
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for (int i = 0; i < 4; ++i)
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{
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{
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if(SConfig::GetInstance().m_SIDevice[i] == SIDEVICE_GC_CONTROLLER)
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if (SConfig::GetInstance().m_SIDevice[i] == SIDEVICE_GC_CONTROLLER || SConfig::GetInstance().m_SIDevice[i] == SIDEVICE_GC_TARUKONGA)
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{
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{
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g_TASInputDlg[i]->Show(true);
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g_TASInputDlg[i]->Show(true);
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g_TASInputDlg[i]->SetTitle("TAS Input - Controller " + number[i]);
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g_TASInputDlg[i]->SetTitle("TAS Input - Controller " + number[i]);
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@ -459,10 +459,6 @@ void TASInputDlg::GetValues(SPADStatus *PadStatus, int controllerID)
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GetKeyBoardInput(PadStatus);
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GetKeyBoardInput(PadStatus);
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SetLandRTriggers();
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SetLandRTriggers();
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// TODO: implement support for more controllers
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//if (controllerID != 0)
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// return;
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PadStatus->stickX = mainX;
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PadStatus->stickX = mainX;
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PadStatus->stickY = mainY;
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PadStatus->stickY = mainY;
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PadStatus->substickX = cX;
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PadStatus->substickX = cX;
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