Core: Remove redundant lock for FilterApprovedPatches call
This was necessary before we added locking inside FilterApprovedPatches, but not anymore.
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@ -183,10 +183,7 @@ void LoadPatches()
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LoadPatchSection("OnFrame", &s_on_frame, globalIni, localIni);
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LoadPatchSection("OnFrame", &s_on_frame, globalIni, localIni);
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#ifdef USE_RETRO_ACHIEVEMENTS
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#ifdef USE_RETRO_ACHIEVEMENTS
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{
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AchievementManager::GetInstance().FilterApprovedPatches(s_on_frame, sconfig.GetGameID());
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std::lock_guard lg{AchievementManager::GetInstance().GetLock()};
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AchievementManager::GetInstance().FilterApprovedPatches(s_on_frame, sconfig.GetGameID());
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}
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#endif // USE_RETRO_ACHIEVEMENTS
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#endif // USE_RETRO_ACHIEVEMENTS
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// Check if I'm syncing Codes
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// Check if I'm syncing Codes
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