Workaround for rumble duration being too long (#284)
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@@ -478,7 +478,10 @@ static void RunFrame()
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Graph_StartFrame();
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PadMgr_ThreadEntry(&gPadMgr);
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// TODO: Workaround for rumble being too long. Implement os thread functions.
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for (int i = 0; i < 3; i++) {
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PadMgr_ThreadEntry(&gPadMgr);
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}
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Graph_Update(&runFrameContext.gfxCtx, runFrameContext.gameState);
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ticksB = GetPerfCounter();
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