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SaveStates: Fix restart after saving
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This commit is contained in:
parent
a4523651c7
commit
976cd1ce66
5 changed files with 7 additions and 7 deletions
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@ -26,7 +26,7 @@ namespace rsx
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{
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if (!suspend_mode)
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{
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Emu.after_kill_callback = []() { Emu.Restart(); };
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Emu.after_kill_callback = []() { Emu.Restart(true, false); };
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// Make sure we keep the game window opened
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Emu.SetContinuousMode(true);
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@ -3996,7 +3996,7 @@ void Emulator::Kill(bool allow_autoexit, bool savestate, savestate_stage* save_s
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}));
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}
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game_boot_result Emulator::Restart(bool graceful)
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game_boot_result Emulator::Restart(bool graceful, bool reset_path)
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{
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if (m_state == system_state::stopping)
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{
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@ -4004,7 +4004,7 @@ game_boot_result Emulator::Restart(bool graceful)
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return game_boot_result::still_running;
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}
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Emu.after_kill_callback = [this]
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Emu.after_kill_callback = [this, reset_path]
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{
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// Reset boot path in case of ISO
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if (m_path.starts_with(iso_device::virtual_device_name))
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@ -4016,7 +4016,7 @@ game_boot_result Emulator::Restart(bool graceful)
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}
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// If continuous mode changed the path, restart from the original executable
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if (!m_path_original.empty() && m_path_original != m_path)
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if (reset_path && !m_path_original.empty() && m_path_original != m_path)
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{
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sys_log.notice("Restart: Resetting boot path from '%s' to original '%s'", m_path, m_path_original);
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m_path = m_path_original;
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@ -442,7 +442,7 @@ public:
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void Resume();
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void GracefulShutdown(bool allow_autoexit = true, bool async_op = false, bool savestate = false, bool continuous_mode = false);
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void Kill(bool allow_autoexit = true, bool savestate = false, savestate_stage* stage = nullptr);
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game_boot_result Restart(bool graceful = true);
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game_boot_result Restart(bool graceful = true, bool reset_path = true);
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bool Quit(bool force_quit);
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static void CleanUp();
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@ -362,7 +362,7 @@ void gs_frame::handle_shortcut(gui::shortcuts::shortcut shortcut_key, const QKey
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{
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Emu.after_kill_callback = []()
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{
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Emu.Restart();
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Emu.Restart(true, false);
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};
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// Make sure we keep the game window opened
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@ -2538,7 +2538,7 @@ void main_window::CreateConnects()
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{
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Emu.after_kill_callback = []()
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{
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Emu.Restart();
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Emu.Restart(true, false);
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};
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// Make sure we keep the game window opened
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