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@@ -52,7 +52,7 @@ static bool __cdecl ac_io_j32d_update_control_status_buffer(size_t a1) {
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float pad3_vel = Buttons::getVelocity(RI_MGR, buttons.at(games::ftt::Buttons::Pad3));
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float pad4_vel = Buttons::getVelocity(RI_MGR, buttons.at(games::ftt::Buttons::Pad4));
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// FIXME(felix): this logic seems wrong for analog handling but correct for digital inputs
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if (pad1_vel > 0.f) {
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if (Buttons::getState(RI_MGR, buttons.at(games::ftt::Buttons::Pad1))) {
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STATUS_BUFFER[6] = (int) (51.f * pad1_vel + 0.5f);
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}
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if (Buttons::getState(RI_MGR, buttons.at(games::ftt::Buttons::Pad2))) {
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@@ -67,10 +67,10 @@ static bool __cdecl ac_io_j32d_update_control_status_buffer(size_t a1) {
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// process analogs
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auto &analogs = games::ftt::get_analogs();
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auto pad1_analog = analogs.at(games::ftt::Analogs::Pad1);
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auto pad2_analog = analogs.at(games::ftt::Analogs::Pad2);
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auto pad3_analog = analogs.at(games::ftt::Analogs::Pad3);
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auto pad4_analog = analogs.at(games::ftt::Analogs::Pad4);
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auto &pad1_analog = analogs.at(games::ftt::Analogs::Pad1);
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auto &pad2_analog = analogs.at(games::ftt::Analogs::Pad2);
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auto &pad3_analog = analogs.at(games::ftt::Analogs::Pad3);
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auto &pad4_analog = analogs.at(games::ftt::Analogs::Pad4);
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if (pad1_analog.isSet()) {
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auto val = (uint32_t) (51.f * Analogs::getState(RI_MGR, pad1_analog) + 0.5f);
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STATUS_BUFFER[6] = MAX(STATUS_BUFFER[6], val);
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