Fixed bug in cheats system and a bit of code cleanup. The cheat code activation works properly now. Enjoy your cheating :P.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@850 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -528,6 +528,7 @@ void Callback_VideoCopiedToXFB()
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Timer.Update();
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}
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PatchEngine_ApplyFramePatches();
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PatchEngine_ApplyARPatches();
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}
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// __________________________________________________________________________________________________
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@ -127,6 +127,8 @@ void SICallback(u64 userdata, int cyclesLate)
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{
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// This is once per frame - good candidate for patching stuff
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PatchEngine_ApplyFramePatches();
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// Apply AR cheats
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PatchEngine_ApplyARPatches();
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// OK, do what we are here to do.
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SerialInterface::UpdateDevices();
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CoreTiming::ScheduleEvent(SI_PERIOD-cyclesLate, et_SI);
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@ -155,6 +155,9 @@ void PatchEngine_ApplyLoadPatches()
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void PatchEngine_ApplyFramePatches()
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{
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ApplyPatches(onFrame);
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}
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void PatchEngine_ApplyARPatches()
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{
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for (std::vector<ARCode>::const_iterator iter = arCodes.begin(); iter != arCodes.end(); ++iter) {
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if (iter->active)
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RunActionReplayCode(*iter, false);
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@ -166,6 +169,7 @@ void LoadActionReplayCodes(IniFile &ini)
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std::vector<std::string> lines;
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ARCode currentCode;
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arCodes.clear();
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if (!ini.GetLines("ActionReplay", lines))
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return;
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@ -197,7 +201,7 @@ void LoadActionReplayCodes(IniFile &ini)
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currentCode.name = line;
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currentCode.active = true;
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}
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else {
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else if (line[0] != '+') {
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currentCode.name = line;
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currentCode.active = false;
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}
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@ -208,8 +212,8 @@ void LoadActionReplayCodes(IniFile &ini)
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currentCode.ops.clear();
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}
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}
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arCodes.push_back(currentCode);
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}
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arCodes.push_back(currentCode);
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}
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// The mechanism is slightly different than what the real AR uses, so there may be compatibility problems.
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@ -24,5 +24,5 @@
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void PatchEngine_LoadPatches(const char *gameID);
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void PatchEngine_ApplyLoadPatches();
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void PatchEngine_ApplyFramePatches();
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void PatchEngine_ApplyARPatches();
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#endif
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