chore: add .clang_format for consistent code formatting
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@@ -6,56 +6,55 @@
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class CForceFeedback
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{
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public:
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enum FF_PARAMS
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{
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FF_PARAMS_RAMP,
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FF_PARAMS_PERIODIC
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};
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enum FF_PARAMS
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{
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FF_PARAMS_RAMP,
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FF_PARAMS_PERIODIC
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};
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struct RUMBLE_EFFECT
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{
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DWORD m_Pad;
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uint64_t m_TimeLeft;
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XINPUT_VIBRATION m_RumbleData;
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WORD unk;
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};
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struct RUMBLE_EFFECT
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{
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DWORD m_Pad;
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uint64_t m_TimeLeft;
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XINPUT_VIBRATION m_RumbleData;
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WORD unk;
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};
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struct FF_EFFECT
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{
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unsigned int m_uiEffectType;
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unsigned int m_uiDurationMs;
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BYTE gap8[4];
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unsigned int m_uiMagnitude;
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BYTE gap10[8];
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DWORD dword18;
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DWORD dword1C;
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};
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struct FF_EFFECT
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{
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unsigned int m_uiEffectType;
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unsigned int m_uiDurationMs;
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BYTE gap8[4];
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unsigned int m_uiMagnitude;
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BYTE gap10[8];
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DWORD dword18;
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DWORD dword1C;
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};
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struct FF_EFFECT_INSTANCE
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{
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bool m_bIsActive;
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unsigned int m_uiInst;
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CForceFeedback::FF_EFFECT *m_Effect;
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};
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struct FF_EFFECT_INSTANCE
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{
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bool m_bIsActive;
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unsigned int m_uiInst;
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CForceFeedback::FF_EFFECT* m_Effect;
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};
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void Initialise(int iInputStateC, unsigned char ucMapC, unsigned char ucActionC, unsigned char ucMenuActionC);
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void RumbleEnable(int iQuadrant, bool bRumbleEnabled);
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void CreateEffect(void);
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void AddEffectInstance(unsigned int uiEffect);
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void SetEffectInstanceState(unsigned int uiEffectInstance, unsigned int uiState);
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void Initialise(int iInputStateC, unsigned char ucMapC, unsigned char ucActionC, unsigned char ucMenuActionC);
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void RumbleEnable(int iQuadrant, bool bRumbleEnabled);
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void CreateEffect(void);
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void AddEffectInstance(unsigned int uiEffect);
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void SetEffectInstanceState(unsigned int uiEffectInstance, unsigned int uiState);
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void ProcessEventInstance(FF_EFFECT_INSTANCE *pEffectInst);
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void PauseEventInstance(FF_EFFECT_INSTANCE *pEffectInst);
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void ProcessEventInstance(FF_EFFECT_INSTANCE* pEffectInst);
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void PauseEventInstance(FF_EFFECT_INSTANCE* pEffectInst);
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void AddRumble(unsigned int uiPad, WORD leftMotorSpeed, WORD rightMotorSpeed, float fSeconds);
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void AddRumble(unsigned int uiPad, WORD leftMotorSpeed, WORD rightMotorSpeed, float fSeconds);
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void Tick(void);
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void Tick(void);
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LinkedList m_EffectList;
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FF_EFFECT* m_Effects;
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int m_EffectC;
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LinkedList m_RumbleList;
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float m_TicksPerSecond;
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bool m_unkBool;
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LinkedList m_EffectList;
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FF_EFFECT *m_Effects;
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int m_EffectC;
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LinkedList m_RumbleList;
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float m_TicksPerSecond;
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bool m_unkBool;
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};
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