directly compare result of rumble instead of storing an error int
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@ -125,9 +125,7 @@ namespace Ryujinx.Input.SDL2
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result |= GamepadFeaturesFlag.Motion;
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result |= GamepadFeaturesFlag.Motion;
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}
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}
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int error = SDL_GameControllerRumble(_gamepadHandle, 0, 0, 100);
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if (SDL_GameControllerRumble(_gamepadHandle, 0, 0, 100) == 0)
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if (error == 0)
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{
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{
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result |= GamepadFeaturesFlag.Rumble;
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result |= GamepadFeaturesFlag.Rumble;
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}
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}
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