Fixed so that loadstate updates input display during movie playback as well.
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@ -1,5 +1,5 @@
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11-may-2010 - ugetab - Win32 - Added Ram Search hotkeys for the first 6 search types in the list.
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10-may-2010 - adelikat - Loadstate while in record mode update input display
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10-may-2010 - adelikat - Loadstate while movie is loaded updates input display
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10-may-2010 - ugetab - Added gui.getpixel() which gets any gui.pixel() set pixel colors, and possibly other functions. Added emu.getscreenpixel() which gets the RGB and Palette of any pixel on the screen.
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08-may-2010 - ugetab - Added savestate.object() which is savestate.create() with intuitive numbering under windows
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08-may-2010 - ugetab - Added emu.addgamegenie() and emu.delgamegenie() LUA functions.
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@ -744,9 +744,6 @@ bool FCEUSS_Load(const char *fname)
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}
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else
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{
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//This looks redudant to me... but why bother deleting it:) //adelikat: TODO: remove this later
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SaveStateStatus[CurrentState]=1;
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FCEU_DispMessage("State %d loaded.",CurrentState);
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SaveStateStatus[CurrentState]=1;
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}
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@ -778,8 +775,8 @@ bool FCEUSS_Load(const char *fname)
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//Update input display if movie is loaded
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extern uint32 cur_input_display;
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if (FCEUMOV_Mode(MOVIEMODE_RECORD) ) //TODO: the memcpy line doesn't work if playback mode, figure out why and have it up date during that mode as well
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memcpy(&cur_input_display,currMovieData.records[currMovieData.getNumRecords()-1].joysticks.data,4);
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if (FCEUMOV_Mode(MOVIEMODE_RECORD) || FCEUMOV_Mode(MOVIEMODE_PLAY))
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memcpy(&cur_input_display,currMovieData.records[currFrameCounter-1].joysticks.data,4);
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return true;
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}
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