mirror of https://github.com/PrimeDecomp/prime.git
Implement rstl::list::push_back; CInputGenerator 98%
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parent
73c5e9eaf8
commit
3029184d1e
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@ -46,7 +46,7 @@ private:
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uint xa4_;
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uint xa8_;
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uint xac_;
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rstl::list< void > xb0_;
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rstl::list< unkptr > xb0_;
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};
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CHECK_SIZEOF(CResFactory, 0xc8);
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@ -28,9 +28,9 @@ public:
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CInputStream* LoadNewResourceSync(const SObjectTag& tag, char* extBuf);
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private:
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rstl::list< void > x0_aramList;
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rstl::list< void > x18_pakLoadedList;
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rstl::list< void > x30_pakLoadingList;
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rstl::list< unkptr > x0_aramList;
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rstl::list< unkptr > x18_pakLoadedList;
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rstl::list< unkptr > x30_pakLoadingList;
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unkptr x48_curPak;
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CAssetId x4c_cachedResId;
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SResInfo* x50_cachedResInfo;
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@ -11,14 +11,14 @@ class CDolphinController : public IController {
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public:
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CDolphinController();
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virtual ~CDolphinController();
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void Poll();
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uint GetDeviceCount() const;
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CControllerGamepadData& GetGamepadData(int controller);
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uint GetControllerType(int) const;
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void SetMotorState(EIOPort port, EMotorState state);
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bool Initialize();
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~CDolphinController() override;
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void Poll() override;
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uint GetDeviceCount() const override;
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CControllerGamepadData& GetGamepadData(int controller) override;
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uint GetControllerType(int) const override;
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void SetMotorState(EIOPort port, EMotorState state) override;
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bool Initialize();
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float GetAnalogStickMaxValue(EJoyAxis axis) const;
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private:
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@ -10,7 +10,7 @@
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class CArchitectureQueue {
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public:
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bool Push(const CArchitectureMessage& msg) {
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// x0_queue.push_back(msg);
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x0_queue.push_back(msg);
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return false; // TODO
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}
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void Pop(); // TODO
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@ -3,6 +3,7 @@
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#include "types.h"
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#include "rstl/construct.hpp"
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#include "rstl/rmemory_allocator.hpp"
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namespace rstl {
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@ -12,13 +13,17 @@ public:
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class iterator;
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class const_iterator;
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iterator erase(const iterator& item);
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private:
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class node;
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node* erase(const node* item);
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public:
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list()
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: x4_start(&xc_empty), x8_end(&xc_empty), xc_empty(&xc_empty, &xc_empty) {}
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: x4_start(reinterpret_cast< node* >(&xc_empty_prev))
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, x8_end(reinterpret_cast< node* >(&xc_empty_prev))
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, xc_empty(reinterpret_cast< node* >(&xc_empty_prev), reinterpret_cast< node* >(&xc_empty_prev))
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, x14_count(0) {}
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~list() {
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node* cur = x4_start;
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while (cur != x8_end) {
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@ -27,7 +32,7 @@ public:
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cur = cur->get_next();
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}
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}
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void push_back(const T&);
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void push_back(const T& val) { do_insert_before(x8_end, val); }
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void clear() {
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// iterator e = end();
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iterator cur = begin();
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@ -50,24 +55,36 @@ private:
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struct node {
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node* x0_prev;
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node* x4_next;
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union {
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T* x8_item;
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uint x8_count;
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};
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uchar x8_item[sizeof(T)];
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node(node* prev, node* next) : x0_prev(prev), x4_next(next), x8_count(0) {}
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node(node* prev, node* next) : x0_prev(prev), x4_next(next) {}
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node* get_prev() const { return x0_prev; }
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node* get_next() const { return x4_next; }
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T* get_value() { return x8_item; }
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const T* get_value_const() const { return x8_item; }
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// todo set_next / set_prev
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void set_prev(node* prev) { x0_prev = prev; }
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void set_next(node* next) { x4_next = next; }
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T* get_value() { return reinterpret_cast< T* >(&x8_item); }
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};
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node* create_node(node* prev, node* next, const T& val) {
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node* n = new node(prev, next);
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construct(n->get_value(), val);
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return n;
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}
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void do_insert_before(node* n, const T& val) {
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node* nn = create_node(n->get_prev(), n, val);
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if (n == x4_start) {
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x4_start = nn;
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}
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nn->get_prev()->set_next(nn);
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nn->get_next()->set_prev(nn);
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++x14_count;
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}
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public:
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class const_iterator {
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public:;
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public:
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typedef T* value_type;
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const_iterator() : current(nullptr) {}
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@ -102,7 +119,8 @@ public:
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this->current = this->current->x4_next;
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return *this;
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}
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iterator operator++(int) { return const_iterator(this->current->x4_next; }
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iterator operator++(int) { return const_iterator(this->current->x4_next;
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}
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iterator& operator--() {
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this->current = this->current->x0_prev;
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return *this;
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@ -113,6 +131,7 @@ public:
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T* operator->() const { return current->get_value(); }
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bool operator==(const iterator& other) const { return current == other.current; }
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bool operator!=(const iterator& other) const { return current != other.current; }
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protected:
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node* current;
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};
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@ -121,7 +140,9 @@ private:
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Alloc x0_allocator;
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node* x4_start;
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node* x8_end;
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node xc_empty;
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node* xc_empty_prev;
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node* x10_empty_next;
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uint x14_count;
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};
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} // namespace rstl
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@ -4,6 +4,7 @@
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#include "MetroidPrime/Decode.hpp"
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#include "Kyoto/Basics/COsContext.hpp"
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CInputGenerator::CInputGenerator(COsContext* ctx, float leftDiv, float rightDiv)
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: x0_context(ctx)
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, x4_controller(IController::Create(*ctx))
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@ -13,40 +14,48 @@ CInputGenerator::CInputGenerator(COsContext* ctx, float leftDiv, float rightDiv)
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x8_connectedControllers[i] = false;
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}
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}
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bool CInputGenerator::Update(float dt, CArchitectureQueue& queue) {
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bool ret;
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if (!x0_context->Update()) {
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ret = false;
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} else {
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int availSlot = 0;
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if (!x0_context->Update()) {
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return false;
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}
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bool firstController = false;
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if (!x4_controller.null()) {
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int count = x4_controller->GetDeviceCount();
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x4_controller->Poll();
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for (int i = 0; i < x4_controller->GetDeviceCount(); ++i) {
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for (int i = 0; i < count; ++i) {
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const CControllerGamepadData& cont = x4_controller->GetGamepadData(i);
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if (cont.DeviceIsPresent()) {
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if (i == 0) {
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firstController = true;
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}
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CControllerGamepadData cont = x4_controller->GetGamepadData(i);
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if (cont.DeviceIsPresent()) {
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queue.Push(MakeMsg::CreateUserInput(kAMT_Game,
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CFinalInput(i, dt, cont, xc_leftDiv, x10_rightDiv)));
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{
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CFinalInput input(i, dt, cont, xc_leftDiv, x10_rightDiv);
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CArchitectureMessage msg = MakeMsg::CreateUserInput(kAMT_Game, input);
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queue.Push(msg);
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}
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++availSlot;
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}
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if (x8_connectedControllers[i] != cont.DeviceIsPresent()) {
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queue.Push(MakeMsg::CreateControllerStatus(kAMT_Game, i, cont.DeviceIsPresent()));
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x8_connectedControllers[i] = cont.DeviceIsPresent();
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bool connected = cont.DeviceIsPresent();
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if (x8_connectedControllers[i] != connected) {
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CArchitectureMessage msg = MakeMsg::CreateControllerStatus(kAMT_Game, i, connected);
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queue.Push(msg);
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x8_connectedControllers[i] = connected;
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}
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}
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}
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if (firstController) {
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queue.Push(MakeMsg::CreateUserInput(kAMT_Game, CFinalInput(availSlot, dt, *x0_context)));
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if (!firstController) {
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CArchitectureMessage msg = MakeMsg::CreateUserInput(kAMT_Game, CFinalInput(0, dt, *x0_context));
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queue.Push(msg);
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} else {
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queue.Push(MakeMsg::CreateUserInput(kAMT_Game, CFinalInput(0, dt, *x0_context)));
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CArchitectureMessage msg =
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MakeMsg::CreateUserInput(kAMT_Game, CFinalInput(availSlot, dt, *x0_context));
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queue.Push(msg);
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}
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ret = true;
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}
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return ret;
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return true;
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}
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