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Updates to the way that timers are forced to overflow in oneshot mode.
Now the current count value is saved, and then passed to the listeners. This _should_ mean that CC3D PPM might work this time.
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3 changed files with 28 additions and 3 deletions
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@ -117,5 +117,7 @@ void timerChInit(const timerHardware_t *timHw, channelType_t type, int irqPriori
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void timerInit(void);
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void timerStart(void);
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void timerForceOverflow(volatile TIM_TypeDef *tim);
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void configTimeBase(TIM_TypeDef *tim, uint16_t period, uint8_t mhz); // TODO - just for migration
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