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Rumble doc (#1375)
* Rumble doc * Fixes, suggested changes * Improve padmgr retrace callback related code * Name some rumble-adjacent things, further suggested changes * Further suggested changes * Suggested changes
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59 changed files with 533 additions and 393 deletions
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@ -20,9 +20,9 @@ void GameOver_Update(PlayState* play) {
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GameOverContext* gameOverCtx = &play->gameOverCtx;
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s16 i;
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s16 j;
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s32 v90;
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s32 v91;
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s32 v92;
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s32 rumbleStrength;
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s32 rumbleDuration;
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s32 rumbleDecreaseRate;
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switch (gameOverCtx->state) {
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case GAMEOVER_DEATH_START:
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@ -74,13 +74,15 @@ void GameOver_Update(PlayState* play) {
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Environment_InitGameOverLights(play);
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gGameOverTimer = 20;
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if (1) {}
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v90 = VREG(90);
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v91 = VREG(91);
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v92 = VREG(92);
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func_800AA000(0.0f, ((v90 > 0x64) ? 0xFF : (v90 * 0xFF) / 0x64), (CLAMP_MAX(v91 * 3, 0xFF)),
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((v92 > 0x64) ? 0xFF : (v92 * 0xFF) / 0x64));
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if (1) {}
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rumbleStrength = R_GAME_OVER_RUMBLE_STRENGTH;
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rumbleDuration = R_GAME_OVER_RUMBLE_DURATION;
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rumbleDecreaseRate = R_GAME_OVER_RUMBLE_DECREASE_RATE;
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Rumble_Request(0.0f, ((rumbleStrength > 100) ? 255 : (rumbleStrength * 255) / 100),
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(CLAMP_MAX(rumbleDuration * 3, 255)),
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((rumbleDecreaseRate > 100) ? 255 : (rumbleDecreaseRate * 255) / 100));
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gameOverCtx->state = GAMEOVER_DEATH_WAIT_GROUND;
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break;
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@ -94,7 +96,7 @@ void GameOver_Update(PlayState* play) {
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if (gGameOverTimer == 0) {
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play->pauseCtx.state = 8;
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gameOverCtx->state++;
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func_800AA15C();
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Rumble_Reset();
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}
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break;
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@ -108,14 +110,15 @@ void GameOver_Update(PlayState* play) {
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case GAMEOVER_REVIVE_RUMBLE:
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gGameOverTimer = 50;
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gameOverCtx->state++;
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if (1) {}
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rumbleStrength = R_GAME_OVER_RUMBLE_STRENGTH;
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rumbleDuration = R_GAME_OVER_RUMBLE_DURATION;
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rumbleDecreaseRate = R_GAME_OVER_RUMBLE_DECREASE_RATE;
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v90 = VREG(90);
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v91 = VREG(91);
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v92 = VREG(92);
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func_800AA000(0.0f, ((v90 > 0x64) ? 0xFF : (v90 * 0xFF) / 0x64), (CLAMP_MAX(v91 * 3, 0xFF)),
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((v92 > 0x64) ? 0xFF : (v92 * 0xFF) / 0x64));
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Rumble_Request(0.0f, ((rumbleStrength > 100) ? 255 : (rumbleStrength * 255) / 100),
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(CLAMP_MAX(rumbleDuration * 3, 255)),
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((rumbleDecreaseRate > 100) ? 255 : (rumbleDecreaseRate * 255) / 100));
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break;
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case GAMEOVER_REVIVE_WAIT_GROUND:
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