Use g_want_determinism in code added by 8f0cbef

There's no reason this only should apply to netplay.
This commit is contained in:
JosJuice 2016-07-05 20:58:44 +02:00
parent 6951228abd
commit ce9622c426
2 changed files with 7 additions and 7 deletions

View File

@ -8,6 +8,7 @@
#include "Common/Logging/Log.h" #include "Common/Logging/Log.h"
#include "Common/MsgHandler.h" #include "Common/MsgHandler.h"
#include "Core/ConfigManager.h" #include "Core/ConfigManager.h"
#include "Core/Core.h"
#include "Core/HW/GCPad.h" #include "Core/HW/GCPad.h"
#include "Core/HW/SI_DeviceGCAdapter.h" #include "Core/HW/SI_DeviceGCAdapter.h"
#include "Core/NetPlayProto.h" #include "Core/NetPlayProto.h"
@ -41,12 +42,11 @@ GCPadStatus CSIDevice_GCAdapter::GetPadStatus()
int CSIDevice_GCAdapter::RunBuffer(u8* buffer, int length) int CSIDevice_GCAdapter::RunBuffer(u8* buffer, int length)
{ {
if (!NetPlay::IsNetPlayRunning()) if (!Core::g_want_determinism)
{ {
// The previous check is a hack to prevent a netplay desync due to // The previous check is a hack to prevent a desync due to SI devices
// SI devices being different and returning different values on // being different and returning different values on RunBuffer();
// RunBuffer(); the corresponding code in GCAdapter.cpp has the same // the corresponding code in GCAdapter.cpp has the same check.
// check.
// This returns an error value if there is no controller plugged // This returns an error value if there is no controller plugged
// into this port on the hardware gc adapter, exposing it to the game. // into this port on the hardware gc adapter, exposing it to the game.

View File

@ -453,9 +453,9 @@ void Input(int chan, GCPadStatus* pad)
pad->triggerLeft = controller_payload_copy[1 + (9 * chan) + 7]; pad->triggerLeft = controller_payload_copy[1 + (9 * chan) + 7];
pad->triggerRight = controller_payload_copy[1 + (9 * chan) + 8]; pad->triggerRight = controller_payload_copy[1 + (9 * chan) + 8];
} }
else if (!NetPlay::IsNetPlayRunning()) else if (!Core::g_want_determinism)
{ {
// This is a hack to prevent a netplay desync due to SI devices // This is a hack to prevent a desync due to SI devices
// being different and returning different values. // being different and returning different values.
// The corresponding code in DeviceGCAdapter has the same check // The corresponding code in DeviceGCAdapter has the same check
pad->button = PAD_ERR_STATUS; pad->button = PAD_ERR_STATUS;