Make haptics intensity on ios and android the same
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@@ -205,13 +205,13 @@ class Preferences
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/**
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* Multiplier of intensity for all the haptic feedback effects.
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* @default `1`
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* @default `2.5`
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*/
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public static var hapticsIntensityMultiplier(get, set):Float;
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static function get_hapticsIntensityMultiplier():Float
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{
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return Save?.instance?.options?.hapticsIntensityMultiplier ?? 1;
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return Save?.instance?.options?.hapticsIntensityMultiplier ?? 2.5;
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}
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static function set_hapticsIntensityMultiplier(value:Float):Float
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@@ -123,7 +123,7 @@ class Save
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zoomCamera: true,
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debugDisplay: false,
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hapticsMode: 'All',
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hapticsIntensityMultiplier: 1,
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hapticsIntensityMultiplier: 2.5,
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autoPause: true,
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vsyncMode: 'Off',
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strumlineBackgroundOpacity: 0,
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@@ -1557,7 +1557,7 @@ typedef SaveDataOptions =
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/**
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* Multiplier of intensity for all the haptic feedback effects.
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* @default `1`
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* @default `2.5`
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*/
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var hapticsIntensityMultiplier:Float;
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@@ -137,7 +137,7 @@ class PreferencesMenu extends Page<OptionsState.OptionsMenuPageName>
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});
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createPrefItemNumber('Haptics Intensity', 'Multiplier of intensity for all the haptic feedback effects.', function(value:Float) {
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Preferences.hapticsIntensityMultiplier = value;
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}, null, Preferences.hapticsIntensityMultiplier, 0, 2, 0.1, 0);
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}, null, Preferences.hapticsIntensityMultiplier, 0, 5, 0.1, 1);
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#end
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createPrefItemCheckbox('Flashing Lights', 'If disabled, it will dampen flashing effects. Useful for people with photosensitive epilepsy.',
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function(value:Bool):Void {
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@@ -39,20 +39,12 @@ class HapticUtil
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?targetHapticsModes:Array<HapticsMode>):Void
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{
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#if FEATURE_HAPTICS
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if (!HapticUtil.hapticsAvailable || Preferences.hapticsIntensityMultiplier == 0) return;
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if (!HapticUtil.hapticsAvailable) return;
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final hapticsModes:Array<HapticsMode> = targetHapticsModes ?? [HapticsMode.ALL];
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if (!hapticsModes.contains(Preferences.hapticsMode)) return;
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#if ios
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var amplitudeValue = FlxMath.bound(amplitude * 2.5, 0, Constants.MAX_VIBRATION_AMPLITUDE);
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#else
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var amplitudeValue = amplitude;
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#end
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amplitudeValue *= Preferences.hapticsIntensityMultiplier;
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if (amplitudeValue > Constants.MAX_VIBRATION_AMPLITUDE) amplitudeValue = Constants.MAX_VIBRATION_AMPLITUDE;
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final amplitudeValue = FlxMath.bound(amplitude * Preferences.hapticsIntensityMultiplier, 0, Constants.MAX_VIBRATION_AMPLITUDE);
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if (period > 0)
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{
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