Movies - partial fix to movie loadstate logic for movie finished mode. Movie savestates will now behave properly. The user can break things by making a savestate during movie finished mode and trying to load that. Will have to rethink and implement some things to work around this.
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@ -166,13 +166,13 @@ namespace BizHawk.MultiClient
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{
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if (ReadOnly)
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{
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if (Global.Emulator.Frame > Global.MovieSession.Movie.Length())
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{
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//if (Global.Emulator.Frame > Global.MovieSession.Movie.Length())
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//{
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//Post movie savestate
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//There is no movie data to load, and the movie will stay in movie finished mode
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//So do nothing
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}
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else
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//}
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//else
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{
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if (!Global.MovieSession.Movie.CheckTimeLines(path, false))
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return false; //Timeline/GUID error
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@ -182,13 +182,13 @@ namespace BizHawk.MultiClient
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}
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else
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{
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if (Global.Emulator.Frame > Global.MovieSession.Movie.Length())
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{
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//if (Global.Emulator.Frame > Global.MovieSession.Movie.Length()) //TODO: we haven't changed the emulator frame so this doesn't make sense!
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//{
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//Post movie savestate
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//There is no movie data to load, and the movie will stay in movie finished mode
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//So do nothing
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}
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else
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//}
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//else
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{
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if (!Global.MovieSession.Movie.CheckTimeLines(path, true))
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return false; //GUID Error
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