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@@ -781,7 +781,7 @@ static void rfXboxGamepad(const uint8_t* r){
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uint32_t b=btnsOf(r);
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uint16_t btn=0; // map Triton buttons -> XInput button word
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if(b&TB_DUP)btn|=XB_DUP; if(b&TB_DDN)btn|=XB_DDOWN; if(b&TB_DLF)btn|=XB_DLEFT; if(b&TB_DRT)btn|=XB_DRIGHT;
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- if(b&TB_MENU)btn|=XB_START; if(b&TB_VIEW)btn|=XB_BACK; if(b&TB_STEAM)btn|=XB_GUIDE;
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+ if(b&TB_VIEW)btn|=XB_START; if(b&TB_MENU)btn|=XB_BACK; if(b&TB_STEAM)btn|=XB_GUIDE;
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if(b&TB_LB)btn|=XB_LB; if(b&TB_RB)btn|=XB_RB;
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if(b&TB_L3)btn|=XB_L3; if(b&TB_R3)btn|=XB_R3;
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// face buttons, with optional A/B + X/Y swap (Nintendo layout)
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@@ -918,7 +918,7 @@ static void switchBuildHoripad(uint8_t out[8]){
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if(b&TB_LB)btn|=0x10; if(b&TB_RB)btn|=0x20; // L, R
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// ZL/ZR digital: trip on the analog threshold (activates early) OR the full-press click bit
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if((g_swLT>=SW_TRIG_ON)||(b&0x8000000u))btn|=0x40; if((g_swRT>=SW_TRIG_ON)||(b&0x800000u))btn|=0x80;
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- if(b&TB_VIEW)btn|=0x100; if(b&TB_MENU)btn|=0x200; // Minus, Plus
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+ if(b&TB_MENU)btn|=0x100; if(b&TB_VIEW)btn|=0x200; // Minus, Plus
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if(b&TB_L3)btn|=0x400; if(b&TB_R3)btn|=0x800; // LClick, RClick
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if(b&TB_STEAM)btn|=0x1000; // Home
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// back paddles -> configurable mapping (same g_back[] as Xbox: default L4->LB R4->RB L5->L3 R5->R3)
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