Lua - fix emu.registerbefore() and emu.registerafter()
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@ -2317,8 +2317,11 @@ namespace BizHawk.MultiClient
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/// </summary>
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public void UpdateToolsBefore()
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{
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#if WINDOWS
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LuaConsole1.StartLuaDrawing();
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LuaConsole1.LuaImp.FrameRegisterBefore();
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#endif
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NESNameTableViewer1.UpdateValues();
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NESPPU1.UpdateValues();
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PCEBGViewer1.UpdateValues();
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@ -2335,18 +2338,24 @@ namespace BizHawk.MultiClient
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public void UpdateToolsAfter()
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{
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#if WINDOWS
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LuaConsole1.ResumeScripts(true);
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Global.DisplayManager.PreFrameUpdateLuaSource();
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#endif
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RamWatch1.UpdateValues();
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RamSearch1.UpdateValues();
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HexEditor1.UpdateValues();
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//The other tool updates are earlier, TAStudio needs to be later so it can display the latest
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//frame of execution in its list view.
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LuaConsole1.LuaImp.FrameRegisterAfter();
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TAStudio1.UpdateValues();
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SNESGraphicsDebugger1.UpdateToolsAfter();
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TraceLogger1.UpdateValues();
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#if WINDOWS
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LuaConsole1.LuaImp.FrameRegisterAfter();
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Global.DisplayManager.PreFrameUpdateLuaSource();
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LuaConsole1.EndLuaDrawing();
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#endif
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}
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private unsafe Image MakeScreenshotImage()
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@ -840,7 +840,10 @@ namespace BizHawk.MultiClient
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/// <param name="includeFrameWaiters">should frame waiters be waken up? only use this immediately before a frame of emulation</param>
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public void ResumeScripts(bool includeFrameWaiters)
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{
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LuaImp.gui_drawNewEmu();
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if (LuaImp.luaSurface == null)
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{
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LuaImp.gui_drawNewEmu();
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}
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for (int i = 0; i < luaList.Count; i++)
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{
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try
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@ -872,6 +875,16 @@ namespace BizHawk.MultiClient
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else MessageBox.Show(ex.ToString());
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}
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}
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//LuaImp.gui_drawFinishEmu();
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}
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public void StartLuaDrawing()
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{
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LuaImp.gui_drawNewEmu();
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}
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public void EndLuaDrawing()
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{
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LuaImp.gui_drawFinishEmu();
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}
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