Use g_want_determinism in code added by 8f0cbef
There's no reason this only should apply to netplay.
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@ -8,6 +8,7 @@
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#include "Common/Logging/Log.h"
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#include "Common/MsgHandler.h"
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#include "Core/ConfigManager.h"
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#include "Core/Core.h"
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#include "Core/HW/GCPad.h"
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#include "Core/HW/SI_DeviceGCAdapter.h"
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#include "Core/NetPlayProto.h"
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@ -41,12 +42,11 @@ GCPadStatus CSIDevice_GCAdapter::GetPadStatus()
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int CSIDevice_GCAdapter::RunBuffer(u8* buffer, int length)
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{
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if (!NetPlay::IsNetPlayRunning())
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if (!Core::g_want_determinism)
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{
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// The previous check is a hack to prevent a netplay desync due to
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// SI devices being different and returning different values on
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// RunBuffer(); the corresponding code in GCAdapter.cpp has the same
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// check.
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// The previous check is a hack to prevent a desync due to SI devices
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// being different and returning different values on RunBuffer();
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// the corresponding code in GCAdapter.cpp has the same check.
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// This returns an error value if there is no controller plugged
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// into this port on the hardware gc adapter, exposing it to the game.
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@ -453,9 +453,9 @@ void Input(int chan, GCPadStatus* pad)
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pad->triggerLeft = controller_payload_copy[1 + (9 * chan) + 7];
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pad->triggerRight = controller_payload_copy[1 + (9 * chan) + 8];
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}
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else if (!NetPlay::IsNetPlayRunning())
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else if (!Core::g_want_determinism)
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{
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// This is a hack to prevent a netplay desync due to SI devices
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// This is a hack to prevent a desync due to SI devices
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// being different and returning different values.
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// The corresponding code in DeviceGCAdapter has the same check
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pad->button = PAD_ERR_STATUS;
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