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AnalogController: Treat rumble as binary on/off
Fixes vibration in Final Fantasy 8.
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@ -258,7 +258,7 @@ bool AnalogController::Transfer(const u8 data_in, u8* data_out)
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case State::GetStateButtonsLSB:
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case State::GetStateButtonsLSB:
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{
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{
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if (m_rumble_unlocked)
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if (m_rumble_unlocked)
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SetMotorState(1, data_in != 0 ? 255 : 0);
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SetMotorState(1, ((data_in & 0xC0) == 0x40) ? 255 : 0);
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*data_out = Truncate8(m_button_state);
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*data_out = Truncate8(m_button_state);
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m_state = State::GetStateButtonsMSB;
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m_state = State::GetStateButtonsMSB;
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@ -269,7 +269,7 @@ bool AnalogController::Transfer(const u8 data_in, u8* data_out)
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case State::GetStateButtonsMSB:
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case State::GetStateButtonsMSB:
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{
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{
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if (m_rumble_unlocked)
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if (m_rumble_unlocked)
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SetMotorState(0, data_in);
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SetMotorState(0, ((data_in & 0x01) != 0) ? 255 : 0);
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*data_out = Truncate8(m_button_state >> 8);
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*data_out = Truncate8(m_button_state >> 8);
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m_state = m_analog_mode ? State::GetStateRightAxisX : State::Idle;
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m_state = m_analog_mode ? State::GetStateRightAxisX : State::Idle;
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