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Update game controller enums.
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@@ -64,12 +64,12 @@ void JoypadUWP::process_controllers() {
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button_mask *= 2;
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}
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input->joy_axis(joy.id, JOY_AXIS_0, axis_correct(reading.LeftThumbstickX));
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input->joy_axis(joy.id, JOY_AXIS_1, axis_correct(reading.LeftThumbstickY, true));
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input->joy_axis(joy.id, JOY_AXIS_2, axis_correct(reading.RightThumbstickX));
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input->joy_axis(joy.id, JOY_AXIS_3, axis_correct(reading.RightThumbstickY, true));
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input->joy_axis(joy.id, JOY_AXIS_4, axis_correct(reading.LeftTrigger, false, true));
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input->joy_axis(joy.id, JOY_AXIS_5, axis_correct(reading.RightTrigger, false, true));
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input->joy_axis(joy.id, JOY_AXIS_LEFT_X, axis_correct(reading.LeftThumbstickX));
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input->joy_axis(joy.id, JOY_AXIS_LEFT_Y, axis_correct(reading.LeftThumbstickY, true));
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input->joy_axis(joy.id, JOY_AXIS_RIGHT_X, axis_correct(reading.RightThumbstickX));
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input->joy_axis(joy.id, JOY_AXIS_RIGHT_Y, axis_correct(reading.RightThumbstickY, true));
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input->joy_axis(joy.id, JOY_AXIS_TRIGGER_LEFT, axis_correct(reading.LeftTrigger, false, true));
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input->joy_axis(joy.id, JOY_AXIS_TRIGGER_RIGHT, axis_correct(reading.RightTrigger, false, true));
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uint64_t timestamp = input->get_joy_vibration_timestamp(joy.id);
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if (timestamp > joy.ff_timestamp) {
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