gameport_time
t = gameport_time(gameport, A3D_MAX_START);
s = gameport_time(gameport, A3D_MAX_STROBE);
t[i] = gameport_time(gameport, ADI_MAX_START);
t[i] = gameport_time(gameport, ADI_MAX_STROBE);
int strobe = gameport_time(port->gameport, ANALOG_SAITEK_TIME);
t = gameport_time(gameport, ANALOG_MAX_TIME * 1000);
t = gameport_time(gameport, ANALOG_SAITEK_TIME);
int strobe = gameport_time(gameport, COBRA_MAX_STROBE);
t = gameport_time(gameport, GF2K_TIMEOUT * 1000);
t = gameport_time(gameport, GF2K_START);
p = gameport_time(gameport, GF2K_STROBE);
int strobe = gameport_time(gameport, GRIP_STROBE_XT);
int strobe = gameport_time(gameport, GRIP_STROBE_GPP);
nloops = gameport_time(gp, u_sec);
t = gameport_time(gameport, GUILLEMOT_MAX_START);
s = gameport_time(gameport, GUILLEMOT_MAX_STROBE);
t = gameport_time(gameport, INTERACT_MAX_START);
s = gameport_time(gameport, INTERACT_MAX_STROBE);
timeout = gameport_time(gameport, 10000); /* 10 ms */
timeout = id ? gameport_time(gameport, SW_TIMEOUT * 1000) : 0; /* Set up global timeout for ID packet */
kick = id ? gameport_time(gameport, SW_KICK) : 0; /* Set up kick timeout for ID packet */
start = gameport_time(gameport, SW_START);
strobe = gameport_time(gameport, SW_STROBE);
t = gameport_time(gameport, SW_TIMEOUT * 1000);
p = gameport_time(gameport, TMDC_MAX_STROBE);
t[k] = gameport_time(gameport, TMDC_MAX_START);