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cellGem: Fix headers
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d3df83a3ea
commit
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2 changed files with 46 additions and 37 deletions
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@ -131,6 +131,7 @@ s32 cellGemGetInfo(vm::ptr<CellGemInfo> info)
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for (int i = 0; i < CELL_GEM_MAX_NUM; i++)
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{
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info->status[i] = CELL_GEM_STATUS_DISCONNECTED;
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info->port[i] = 0;
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}
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return CELL_OK;
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@ -160,10 +161,18 @@ s32 cellGemGetRumble()
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return CELL_OK;
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}
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s32 cellGemGetState()
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s32 cellGemGetState(u32 gem_num, u32 flag, u64 time_parameter, vm::ptr<CellGemState> gem_state)
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{
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UNIMPLEMENTED_FUNC(cellGem);
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return CELL_OK;
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cellGem.todo("cellGemGetState(gem_num=%d, flag=0x%x, time=0x%llx, gem_state=*0x%x)", gem_num, flag, time_parameter, gem_state);
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const auto gem = fxm::get<gem_t>();
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if (!gem)
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return CELL_GEM_ERROR_UNINITIALIZED;
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// clear out gem_state so no games get any funny ideas about them being connected...
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std::memset(gem_state.get_ptr(), 0, sizeof(CellGemState));
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return CELL_GEM_NOT_CONNECTED;
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}
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s32 cellGemGetStatusFlags()
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