rewrite TargetInspector to directly access memory, and add experimental ShouldVibrate bool
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@@ -7,7 +7,7 @@
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namespace TLAC::Components
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{
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const int maxTargetSlots = 32;
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const int maxTargetSlots = 64;
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class TargetInspector : public EmulatorComponent
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{
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@@ -21,23 +21,20 @@ namespace TLAC::Components
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virtual void Update() override;
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virtual const char* GetDisplayName() override;
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void GetTargetStates();
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static bool IsAnyRepress();
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static bool ShouldVibrate;
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private:
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const uint64_t offset = 0x4A8;
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//const uint64_t offset = 0x4A8;
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const float timingThreshold = 0.13f; // PS4 estimate
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TargetState tgtStates[maxTargetSlots];
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int* tgtTypePtr;
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int* tgtHitStatePtr;
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float* tgtRemainingTimePtr;
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TargetState* tgtStates;
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bool IsSlide(int);
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bool IsWithinRange(float);
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bool HasNotBeenHit(int);
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void UpdateRepressTbl();
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void UpdateShouldVibrate();
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};
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}
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