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https://github.com/DrBeef/JKXR.git
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Comfort Vignette (@MuadDib)
+ haptic intensity menu control
This commit is contained in:
parent
0d3d244157
commit
b942a64fc2
12 changed files with 1196 additions and 805 deletions
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@ -818,6 +818,11 @@ void updateHMDOrientation()
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{
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VectorCopy(vr.weaponangles, vr.weaponangles_first);
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}
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// View yaw delta
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float clientview_yaw = vr.clientviewangles[YAW] - vr.hmdorientation[YAW];
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vr.clientview_yaw_delta = vr.clientview_yaw_last - clientview_yaw;
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vr.clientview_yaw_last = clientview_yaw;
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}
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void setHMDPosition( float x, float y, float z )
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@ -1345,6 +1350,7 @@ void JKVR_Init()
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vr_irl_crouch_to_stand_ratio = Cvar_Get ("vr_irl_crouch_to_stand_ratio", "0.65", CVAR_ARCHIVE);
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vr_saber_block_debounce_time = Cvar_Get ("vr_saber_block_debounce_time", "200", CVAR_ARCHIVE);
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vr_haptic_intensity = Cvar_Get ("vr_haptic_intensity", "1.0", CVAR_ARCHIVE);
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vr_comfort_vignette = Cvar_Get ("vr_comfort_vignette", "0.0", CVAR_ARCHIVE);
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cvar_t *expanded_menu_enabled = Cvar_Get ("expanded_menu_enabled", "0", CVAR_ARCHIVE);
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if (FS_FileExists("expanded_menu.pk3")) {
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@ -44,6 +44,8 @@ typedef struct {
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vec3_t clientviewangles; //orientation in the client - we use this in the cgame
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float snapTurn; // how much turn has been applied to the yaw by joystick
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float clientview_yaw_last; // Don't use this, it is just for calculating delta!
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float clientview_yaw_delta;
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vec3_t weaponposition;
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vec3_t weaponoffset;
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@ -18,4 +18,5 @@ extern cvar_t *vr_irl_crouch_enabled;
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extern cvar_t *vr_irl_crouch_to_stand_ratio;
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extern cvar_t *vr_saber_block_debounce_time;
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extern cvar_t *vr_haptic_intensity;
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extern cvar_t *vr_comfort_vignette;
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@ -38,6 +38,7 @@ cvar_t *vr_irl_crouch_enabled;
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cvar_t *vr_irl_crouch_to_stand_ratio;
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cvar_t *vr_saber_block_debounce_time;
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cvar_t *vr_haptic_intensity;
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cvar_t *vr_comfort_vignette;
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ovrInputStateTrackedRemote leftTrackedRemoteState_old;
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ovrInputStateTrackedRemote leftTrackedRemoteState_new;
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@ -2571,6 +2571,82 @@ static void CG_DrawZoomBorders( void )
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CG_FillRect( 0, 480 - 80, 640, bar_height, modulate );
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}
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/*
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==============
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CG_DrawVignette
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==============
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*/
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float currentComfortVignetteValue = 0.0f;
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float filteredViewYawDelta = 0.0f;
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static void CG_DrawVignette( void )
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{
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playerState_t *ps;
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ps = &cg.snap->ps;
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cvar_t *vr_comfort_vignette = gi.cvar("vr_comfort_vignette", "0.0", CVAR_ARCHIVE); // defined in VrCvars.h
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if (vr_comfort_vignette->value <= 0.0f || vr_comfort_vignette->value > 1.0f || !cg.zoomMode == 0)
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{
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return;
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}
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bool isMoving = VectorLength(cg.predicted_player_state.velocity) > 30.0;
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// When player is in the air, apply vignette (to prevent throbbing on top of jump)
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bool isInAir = ps->groundEntityNum == ENTITYNUM_NONE;
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cvar_t *vr_turn_mode = gi.cvar("vr_turn_mode", "0", CVAR_ARCHIVE); // defined in VrCvars.h
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// Apply only for smooth turn
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bool isTurning = (vr_turn_mode->integer == 2 || (vr_turn_mode->integer == 1 && vr->third_person));
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if (isTurning) {
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float yawDelta = fabsf(vr->clientview_yaw_delta);
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if (yawDelta > 180)
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{
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yawDelta = fabs(yawDelta - 360);
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}
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filteredViewYawDelta = filteredViewYawDelta * 0.75f + yawDelta * 0.25f;
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isTurning = filteredViewYawDelta > 1;
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}
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if (isMoving || isInAir || isTurning)
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{
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if (currentComfortVignetteValue < vr_comfort_vignette->value)
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{
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currentComfortVignetteValue += vr_comfort_vignette->value * 0.05;
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if (currentComfortVignetteValue > 1.0f)
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currentComfortVignetteValue = 1.0f;
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}
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} else{
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if (currentComfortVignetteValue > 0.0f)
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currentComfortVignetteValue -= vr_comfort_vignette->value * 0.05;
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}
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if (currentComfortVignetteValue > 0.0f && currentComfortVignetteValue <= 1.0f)
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{
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int screenWidth = 640; //cg.refdef.width;
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int screenHeight = 480; //cg.refdef.height;
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int x = (int)(0 + currentComfortVignetteValue * screenWidth / 3.5f);
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int w = (int)(screenWidth - 2 * x);
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int y = (int)(0 + currentComfortVignetteValue * screenHeight / 3.5f);
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int h = (int)(screenHeight - 2 * y);
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vec4_t black = {0.0, 0.0, 0.0, 1};
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cgi_R_SetColor( black );
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// sides
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cgi_R_DrawStretchPic( 0, 0, x, screenHeight, 0, 0, 1, 1, cgs.media.whiteShader );
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cgi_R_DrawStretchPic( screenWidth - x, 0, x, screenHeight, 0, 0, 1, 1, cgs.media.whiteShader );
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// top/bottom
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cgi_R_DrawStretchPic( x, 0, screenWidth - x, y, 0, 0, 1, 1, cgs.media.whiteShader );
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cgi_R_DrawStretchPic( x, screenHeight - y, screenWidth - x, y, 0, 0, 1, 1, cgs.media.whiteShader );
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// vignette
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cgi_R_DrawStretchPic( x, y, w, h, 0, 0, 1, 1, cgs.media.vignetteShader );
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cgi_R_SetColor( NULL );
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}
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}
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/*
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=================
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CG_Draw2D
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@ -2662,6 +2738,8 @@ static void CG_Draw2D( void )
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// don't draw any status if dead
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if ( cg.snap->ps.stats[STAT_HEALTH] > 0 )
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{
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CG_DrawVignette();
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if ( !(cent->gent && cent->gent->s.eFlags & (EF_LOCKED_TO_WEAPON |EF_IN_ATST)))
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{
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CG_DrawIconBackground();
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@ -1313,6 +1313,8 @@ static void CG_RegisterGraphics( void ) {
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cgs.media.reticleShader = cgi_R_RegisterShader( "gfx/weapon/scope" );
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cgs.media.vignetteShader = cgi_R_RegisterShaderNoMip( "gfx/vignette" );
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// FIXME: do these conditionally
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cgi_R_RegisterShader( "gfx/2d/workingCamera" );
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@ -151,6 +151,8 @@ typedef struct {
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qhandle_t reticleShader;
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qhandle_t vignetteShader;
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// Disruptor zoom graphics
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qhandle_t disruptorMask;
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qhandle_t disruptorInsert;
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Binary file not shown.
BIN
z_vr_assets/gfx/vignette.tga
Normal file
BIN
z_vr_assets/gfx/vignette.tga
Normal file
Binary file not shown.
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@ -3,16 +3,16 @@ CONFIG W:\bin\striped.cfg
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ID 100
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REFERENCE MENUS_VR
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DESCRIPTION "VR Menu Localizations"
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COUNT 119
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COUNT 123
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INDEX 0
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{
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REFERENCE COMMON_CONTROLS_ITEM
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TEXT_LANGUAGE1 "OBSOLETE Common"
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TEXT_LANGUAGE1 "Common"
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}
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INDEX 1
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{
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REFERENCE COMMON_CONTROLS_DESC
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TEXT_LANGUAGE1 "OBSOLETE Common controls configuration."
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TEXT_LANGUAGE1 "Common controls configuration."
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}
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INDEX 2
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{
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@ -37,7 +37,7 @@ INDEX 5
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INDEX 6
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{
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REFERENCE COMFORT_CONTROLS_DESC
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TEXT_LANGUAGE1 "Configure common controls and comfort options."
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TEXT_LANGUAGE1 "Configure comfort options."
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}
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INDEX 7
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{
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@ -599,3 +599,23 @@ INDEX 118
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REFERENCE AUTO_USE_BACTA_DESC
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TEXT_LANGUAGE1 "When enabled, automatically uses bacta canister before dying."
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}
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INDEX 119
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{
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REFERENCE HAPTIC_INTENSITY_ITEM
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TEXT_LANGUAGE1 "Haptic Intensity:"
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}
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INDEX 120
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{
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REFERENCE HAPTIC_INTENSITY_DESC
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TEXT_LANGUAGE1 "Adjust intensity of haptic feedback."
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}
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INDEX 121
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{
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REFERENCE COMFORT_VIGNETTE_ITEM
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TEXT_LANGUAGE1 "Comfort Vignette:"
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}
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INDEX 122
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{
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REFERENCE COMFORT_VIGNETTE_DESC
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TEXT_LANGUAGE1 "Adjust size of comfort vignette."
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}
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