SACTION_GUN_A,
SACTION_GUN_B,
SACTION_GUN_TRIGGER2,
+ SACTION_ANALOG_TOGGLE,
};
#define SACTION_GUN_MASK (0x0f << SACTION_GUN_TRIGGER)
if (action_ == SACTION_NONE)
emu_action_old = 0;
else if (action_ != emu_action_old)
- stop = 1;
+ stop++;
emu_action = action_;
}