Reduce the "shake" requirements when configuring UDP.
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@ -274,18 +274,22 @@ void Client::Reset() {
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void Client::UpdateYuzuSettings(std::size_t client, const Common::Vec3<float>& acc,
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const Common::Vec3<float>& gyro, bool touch) {
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if (gyro.Length() > 0.2f) {
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LOG_DEBUG(Input, "UDP Controller {}: gyro=({}, {}, {}), accel=({}, {}, {}), touch={}",
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client, gyro[0], gyro[1], gyro[2], acc[0], acc[1], acc[2], touch);
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}
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UDPPadStatus pad;
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if (touch) {
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pad.touch = PadTouch::Click;
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pad_queue[client].Push(pad);
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}
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for (size_t i = 0; i < 3; ++i) {
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if (gyro[i] > 6.0f || gyro[i] < -6.0f) {
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if (gyro[i] > 5.0f || gyro[i] < -5.0f) {
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pad.motion = static_cast<PadMotion>(i);
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pad.motion_value = gyro[i];
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pad_queue[client].Push(pad);
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}
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if (acc[i] > 2.0f || acc[i] < -2.0f) {
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if (acc[i] > 1.75f || acc[i] < -1.75f) {
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pad.motion = static_cast<PadMotion>(i + 3);
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pad.motion_value = acc[i];
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pad_queue[client].Push(pad);
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