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My first commit :)
Fixed more memory leaks when doing state load. Now all file devices(handles) are stored in state, and this will fix some crash after loading state. Warning: Do NOT Save/Load state before game title is shown and controllable, or else you will get a corrupt state. If you encounter "Emu WiiMote Desync" frequently, please report the condition (PS: To recover from wiimote desync, just load a saved state) git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4608 8ced0084-cf51-0410-be5f-012b33b47a6e
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9 changed files with 239 additions and 75 deletions
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@ -432,7 +432,7 @@ void SingleShake(u8 &_y, u8 &_z, int i)
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/* Tilting Wiimote with gamepad. We can guess that the game will calculate a
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Wiimote pitch and use it as a measure of the tilting of the Wiimote. We are
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interested in this tilting range 90?to -90?*/
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interested in this tilting range 90 to -90*/
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void TiltWiimoteGamepad(float &Roll, float &Pitch)
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{
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// Return if we have no pads
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@ -456,7 +456,7 @@ void TiltWiimoteGamepad(float &Roll, float &Pitch)
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float Tl = (float)_Tl;
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float Tr = (float)_Tr;
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// Save the Range in degrees, 45?and 90?are good values in some games
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// Save the Range in degrees, 45 and 90 are good values in some games
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float RollRange = (float)g_Config.Trigger.Range.Roll;
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float PitchRange = (float)g_Config.Trigger.Range.Pitch;
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