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.

This commit is contained in:
andres.delikat 2011-09-24 17:25:19 +00:00
parent 40d8fba002
commit 4b4e6d9950
1 changed files with 8 additions and 8 deletions

View File

@ -166,13 +166,13 @@ namespace BizHawk.MultiClient
{ {
if (ReadOnly) if (ReadOnly)
{ {
if (Global.Emulator.Frame > Global.MovieSession.Movie.Length()) //if (Global.Emulator.Frame > Global.MovieSession.Movie.Length())
{ //{
//Post movie savestate //Post movie savestate
//There is no movie data to load, and the movie will stay in movie finished mode //There is no movie data to load, and the movie will stay in movie finished mode
//So do nothing //So do nothing
} //}
else //else
{ {
if (!Global.MovieSession.Movie.CheckTimeLines(path, false)) if (!Global.MovieSession.Movie.CheckTimeLines(path, false))
return false; //Timeline/GUID error return false; //Timeline/GUID error
@ -182,13 +182,13 @@ namespace BizHawk.MultiClient
} }
else else
{ {
if (Global.Emulator.Frame > Global.MovieSession.Movie.Length()) //if (Global.Emulator.Frame > Global.MovieSession.Movie.Length()) //TODO: we haven't changed the emulator frame so this doesn't make sense!
{ //{
//Post movie savestate //Post movie savestate
//There is no movie data to load, and the movie will stay in movie finished mode //There is no movie data to load, and the movie will stay in movie finished mode
//So do nothing //So do nothing
} //}
else //else
{ {
if (!Global.MovieSession.Movie.CheckTimeLines(path, true)) if (!Global.MovieSession.Movie.CheckTimeLines(path, true))
return false; //GUID Error return false; //GUID Error