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Fix probable bug in deadzone calculation etc for onscreen dpad. May help #6585
The bug would manifest itself on large or small "scale" values.
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@ -136,7 +136,7 @@ void PSPDpad::Touch(const TouchInput &input) {
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void PSPDpad::ProcessTouch(float x, float y, bool down) {
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float stick_size = spacing_ * D_pad_Radius * scale_;
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float inv_stick_size = 1.0f / (stick_size * scale_);
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float inv_stick_size = 1.0f / stick_size;
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const float deadzone = 0.17f;
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float dx = (x - bounds_.centerX()) * inv_stick_size;
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