Fix loading save states with bluetooth passthrough
When a save state is loaded, the IOS device serving bluetooth is cast as BluetoothEmuDevice. If, however, a real Wiimote with BT passthrough is used, this caused the game to crash. Now the proper device class is used.
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@ -53,6 +53,9 @@ void UpdateSource(unsigned int index)
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if (!ios)
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if (!ios)
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return;
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return;
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if (s_wiimote_sources[index] != WiimoteSource::Emulated)
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return;
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const auto bluetooth = std::static_pointer_cast<IOS::HLE::BluetoothEmuDevice>(
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const auto bluetooth = std::static_pointer_cast<IOS::HLE::BluetoothEmuDevice>(
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ios->GetDeviceByName("/dev/usb/oh1/57e/305"));
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ios->GetDeviceByName("/dev/usb/oh1/57e/305"));
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if (!bluetooth)
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if (!bluetooth)
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