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include/vpad: Minor improvments, enum links, whatever
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@ -119,7 +119,7 @@ struct VPADTouchData
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//! 0 if screen is not currently being touched
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uint16_t touched;
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//! Bitfield of VPADTouchPadValidity to indicate how touch sample accuracy
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//! Bitfield of #VPADTouchPadValidity to indicate how touch sample accuracy
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uint16_t validity;
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};
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WUT_CHECK_OFFSET(VPADTouchData, 0x00, x);
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@ -241,7 +241,7 @@ VPADShutdown();
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* Read controller data from the desired Gamepad.
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*
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* \note
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* Retail Wii U systems have a single Gamepad on channel 0.
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* Retail Wii U systems have a single Gamepad on \link VPADChan::VPAD_CHAN_0 VPAD_CHAN_0. \endlink
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*
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* \param chan
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* The channel to read from.
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@ -273,7 +273,7 @@ VPADRead(VPADChan chan,
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* application via VPADSetTPCalibrationParam().
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*
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* \note
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* Retail Wii U systems have a single Gamepad on channel 0.
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* Retail Wii U systems have a single Gamepad on \link VPADChan::VPAD_CHAN_0 VPAD_CHAN_0. \endlink
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*
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* \param chan
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* Denotes which channel to get the calibration data from.
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@ -451,7 +451,7 @@ VPADInitGyroZeroDriftMode(VPADChan chan);
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* A custom rumble pattern can be set by setting bytes in the input buffer.
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*
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* \note
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* Retail Wii U systems have a single Gamepad on channel 0.
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* Retail Wii U systems have a single Gamepad on \link VPADChan::VPAD_CHAN_0 VPAD_CHAN_0. \endlink
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*
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* \param chan
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* The channel of the Gamepad to rumble.
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@ -478,7 +478,7 @@ VPADControlMotor(VPADChan chan,
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* pattern.
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*
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* \note
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* Retail Wii U systems have a single Gamepad on channel 0.
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* Retail Wii U systems have a single Gamepad on \link VPADChan::VPAD_CHAN_0 VPAD_CHAN_0. \endlink
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*
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* \param chan
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* The channel of the Gamepad to stop rumbling.
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