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Add G_ functions to rumble a player's device
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2 changed files with 33 additions and 0 deletions
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@ -208,6 +208,8 @@ void G_SetDeviceForPlayer(INT32 player, INT32 device)
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if (device > 0)
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{
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I_SetGamepadPlayerIndex(device, -1);
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I_GamepadRumble(device, 0, 0);
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I_GamepadRumbleTriggers(device, 0, 0);
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}
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}
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}
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@ -327,6 +329,34 @@ void G_ResetAllDeviceResponding(void)
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}
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}
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void G_PlayerDeviceRumble(INT32 player, UINT16 low_strength, UINT16 high_strength)
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{
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INT32 device_id;
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device_id = G_GetDeviceForPlayer(player);
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if (device_id < 1)
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{
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return;
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}
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I_GamepadRumble(device_id, low_strength, high_strength);
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}
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void G_PlayerDeviceRumbleTriggers(INT32 player, UINT16 left_strength, UINT16 right_strength)
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{
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INT32 device_id;
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device_id = G_GetDeviceForPlayer(player);
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if (device_id < 1)
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{
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return;
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}
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I_GamepadRumbleTriggers(device_id, left_strength, right_strength);
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}
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static boolean AutomaticControllerReassignmentIsAllowed(INT32 device)
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{
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boolean device_is_gamepad = device > 0;
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@ -159,6 +159,9 @@ void G_SetDeviceForPlayer(INT32 player, INT32 device);
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void G_SetPlayerGamepadIndicatorToPlayerColor(INT32 player);
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void G_PlayerDeviceRumble(INT32 player, UINT16 low_strength, UINT16 high_strength);
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void G_PlayerDeviceRumbleTriggers(INT32 player, UINT16 left_strength, UINT16 right_strength);
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/// Get the gamekeydown array (NUMINPUTS values) for the given device, or NULL if the device id is invalid.
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INT32* G_GetDeviceGameKeyDownArray(INT32 device);
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