Movie: Put Wii s_bClearSave handling in a more logical place
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@ -1317,15 +1317,8 @@ u32 ES::ES_DIVerify(const std::vector<u8>& tmd)
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File::CreateFullPath(Common::GetTitleDataPath(tmd_title_id, Common::FROM_SESSION_ROOT));
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std::string save_path = Common::GetTitleDataPath(tmd_title_id, Common::FROM_SESSION_ROOT);
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if (Movie::IsRecordingInput())
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{
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// TODO: Check for the actual save data
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if (File::Exists(save_path + "banner.bin"))
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Movie::SetClearSave(false);
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else
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Movie::SetClearSave(true);
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}
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// TODO: There's not supposed to be a whole load of Movie code in IOS HLE.
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// TODO: Force the game to save to another location, instead of moving the user's save.
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if (Movie::IsPlayingInput() && Movie::IsConfigSaved() && Movie::IsStartingFromClearSave())
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{
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@ -374,11 +374,6 @@ u64 GetTotalLagCount()
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return s_totalLagCount;
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}
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void SetClearSave(bool enabled)
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{
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s_bClearSave = enabled;
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}
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void SignalDiscChange(const std::string& new_path)
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{
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if (Movie::IsRecordingInput())
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@ -573,19 +568,6 @@ bool BeginRecordingInput(int controllers)
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State::SaveAs(save_path);
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s_bRecordingFromSaveState = true;
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// This is only done here if starting from save state because otherwise we won't have the
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// titleid. Otherwise it's set in IOS::HLE::Device::ES.
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// TODO: find a way to GetTitleDataPath() from Movie::Init()
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// TODO: This comment is out of date. The title ID is no longer set in IOS::HLE::Device::ES
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if (SConfig::GetInstance().bWii)
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{
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if (File::Exists(Common::GetTitleDataPath(SConfig::GetInstance().m_title_id,
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Common::FROM_SESSION_ROOT) +
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"banner.bin"))
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Movie::s_bClearSave = false;
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else
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Movie::s_bClearSave = true;
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}
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std::thread md5thread(GetMD5);
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md5thread.detach();
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GetSettings();
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@ -1487,6 +1469,9 @@ void GetSettings()
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s_bNetPlay = NetPlay::IsNetPlayRunning();
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if (SConfig::GetInstance().bWii)
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{
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u64 title_id = SConfig::GetInstance().m_title_id;
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s_bClearSave =
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!File::Exists(Common::GetTitleDataPath(title_id, Common::FROM_SESSION_ROOT) + "banner.bin");
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s_language = SConfig::GetInstance().m_wii_language;
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}
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else
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@ -129,7 +129,6 @@ u64 GetTotalInputCount();
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u64 GetCurrentLagCount();
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u64 GetTotalLagCount();
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void SetClearSave(bool enabled);
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void SignalDiscChange(const std::string& new_path);
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void SetReset(bool reset);
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