Fix attempt #2 of a desync under high lua load, joypad.get, and a stateload from the user. Removed a call to FCEUD_UpdateInput, that's the whole fix. I mostly undid ugetab's recent changes in this change.
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@ -323,15 +323,10 @@ void FCEUD_UpdateInput()
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bool joy=false,mouse=false;
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EMOVIEMODE FCEUMOVState = FCEUMOV_Mode();
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extern bool justloadedstate;
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if(((FCEUMOVState != MOVIEMODE_PLAY) && (FCEUMOVState != MOVIEMODE_RECORD)) || !justloadedstate) {
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KeyboardUpdateState();
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UpdateJoysticks();
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HandleHotkeys();
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}
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justloadedstate = false;
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{
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for(int x=0;x<2;x++)
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@ -81,7 +81,6 @@ bool justLagged = false;
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bool frameAdvanceLagSkip = false; //If this is true, frame advance will skip over lag frame (i.e. it will emulate 2 frames instead of 1)
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bool AutoSS = false; //Flagged true when the first auto-savestate is made while a game is loaded, flagged false on game close
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bool movieSubtitles = true; //Toggle for displaying movie subtitles
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bool justloadedstate = false;
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FCEUGI::FCEUGI()
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: filename(0)
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@ -2116,8 +2116,8 @@ static int joy_get_internal(lua_State *L, bool reportUp, bool reportDown) {
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}
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// Use the OS-specific code to do the reading.
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extern void FCEUD_UpdateInput(void);
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FCEUD_UpdateInput();
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/*extern void FCEUD_UpdateInput(void); FatRatKnight: What's this call doing here?
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FCEUD_UpdateInput(); I commented it out. Should we delete it?*/
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extern SFORMAT FCEUCTRL_STATEINFO[];
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uint8 buttons = ((uint8 *) FCEUCTRL_STATEINFO[1].v)[which - 1];
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