[HID] Fixed lack of controller input introduced in previous commit
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@@ -118,7 +118,9 @@ dword_result_t XamInputGetState_entry(dword_t user_index, dword_t flags,
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auto input_system = kernel_state()->emulator()->input_system();
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auto input_system = kernel_state()->emulator()->input_system();
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auto lock = input_system->lock();
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auto lock = input_system->lock();
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return input_system->GetState(user_index, flags, input_state);
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return input_system->GetState(
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user_index, !flags ? X_INPUT_FLAG::X_INPUT_FLAG_GAMEPAD : flags,
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input_state);
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}
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}
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DECLARE_XAM_EXPORT2(XamInputGetState, kInput, kImplemented, kHighFrequency);
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DECLARE_XAM_EXPORT2(XamInputGetState, kInput, kImplemented, kHighFrequency);
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@@ -205,9 +207,10 @@ dword_result_t XamInputGetKeystrokeEx_entry(
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}
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}
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DECLARE_XAM_EXPORT1(XamInputGetKeystrokeEx, kInput, kImplemented);
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DECLARE_XAM_EXPORT1(XamInputGetKeystrokeEx, kInput, kImplemented);
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X_HRESULT_result_t XamUserGetDeviceContext_entry(dword_t user_index,
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X_HRESULT_result_t XamUserGetDeviceContext_entry(
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dword_t unk,
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dword_t user_index,
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lpdword_t out_ptr) {
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dword_t unk, // It's set to 3 for a big button
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lpdword_t out_ptr) {
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// Games check the result - usually with some masking.
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// Games check the result - usually with some masking.
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// If this function fails they assume zero, so let's fail AND
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// If this function fails they assume zero, so let's fail AND
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// set zero just to be safe.
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// set zero just to be safe.
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