here it is, fixed another way, for the record: float ranges can now support inverted senses.
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35b9746880
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@ -113,14 +113,18 @@ namespace BizHawk.Client.Common
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}
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}
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var output = (input * multiplier + 10000.0f) * (range.Max - range.Min) / 20000.0f + range.Min;
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var output = (input * multiplier + 10000.0f) * (range.Max - range.Min) / 20000.0f + range.Min;
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if (output < range.Min)
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float lbound = Math.Min(range.Min, range.Max);
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float ubound = Math.Max(range.Min, range.Max);
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if (output < lbound)
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{
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{
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output = range.Min;
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output = lbound;
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}
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}
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if (output > range.Max)
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if (output > ubound)
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{
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{
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output = range.Max;
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output = ubound;
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}
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}
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_floatButtons[outkey] = output;
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_floatButtons[outkey] = output;
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@ -34,13 +34,13 @@ namespace BizHawk.Emulation.Cores.Nintendo.N64
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FloatRanges =
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FloatRanges =
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{
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{
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new[] {-128.0f, 0.0f, 127.0f},
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new[] {-128.0f, 0.0f, 127.0f},
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new[] {127.0f, 0.0f, -128.0f},
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new[] {-128.0f, 0.0f, 127.0f},
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new[] {-128.0f, 0.0f, 127.0f},
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new[] {127.0f, 0.0f, -128.0f},
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new[] {-128.0f, 0.0f, 127.0f},
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new[] {-128.0f, 0.0f, 127.0f},
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new[] {127.0f, 0.0f, -128.0f},
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new[] {-128.0f, 0.0f, 127.0f},
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new[] {-128.0f, 0.0f, 127.0f},
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new[] {-128.0f, 0.0f, 127.0f},
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new[] {127.0f, 0.0f, -128.0f}
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new[] {-128.0f, 0.0f, 127.0f},
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new[] {-128.0f, 0.0f, 127.0f},
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new[] {-128.0f, 0.0f, 127.0f}
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}
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}
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};
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};
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@ -776,7 +776,7 @@
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},
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},
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"P1 Y Axis": {
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"P1 Y Axis": {
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"Value": "J1 Y",
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"Value": "J1 Y",
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"Mult": -1.0,
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"Mult": 1.0,
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"Deadzone": 0.1
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"Deadzone": 0.1
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},
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},
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"P2 X Axis": {
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"P2 X Axis": {
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@ -786,7 +786,7 @@
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},
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},
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"P2 Y Axis": {
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"P2 Y Axis": {
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"Value": "",
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"Value": "",
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"Mult": -1.0,
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"Mult": 1.0,
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"Deadzone": 0.1
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"Deadzone": 0.1
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},
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},
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"P3 X Axis": {
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"P3 X Axis": {
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@ -796,7 +796,7 @@
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},
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},
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"P3 Y Axis": {
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"P3 Y Axis": {
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"Value": "",
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"Value": "",
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"Mult": -1.0,
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"Mult": 1.0,
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"Deadzone": 0.1
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"Deadzone": 0.1
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},
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},
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"P4 X Axis": {
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"P4 X Axis": {
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@ -806,7 +806,7 @@
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},
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},
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"P4 Y Axis": {
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"P4 Y Axis": {
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"Value": "",
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"Value": "",
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"Mult": -1.0,
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"Mult": 1.0,
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"Deadzone": 0.1
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"Deadzone": 0.1
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}
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}
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},
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},
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