Altered the previous commit to handle every known method of run and pause.
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@ -52,6 +52,7 @@ extern int myNumWPs;
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extern int vblankScanLines;
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extern int vblankPixel;
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extern bool DebuggerWasUpdated;
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int childwnd;
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@ -61,7 +62,6 @@ int DbgSizeX=-1,DbgSizeY=-1;
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int WP_edit=-1;
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int ChangeWait=0,ChangeWait2=0;
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uint8 debugger_open=0;
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bool DebuggerWasUpdated = false;
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HWND hDebug;
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static HMENU hDebugcontext; //Handle to context menu
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static HMENU hDebugcontextsub; //Handle to context sub menu
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@ -622,6 +622,7 @@ void UpdateDebugger()
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if (tmp & C_FLAG) CheckDlgButton(hDebug, IDC_DEBUGGER_FLAG_C, BST_CHECKED);
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DebuggerWasUpdated = true;
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}
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char *BreakToText(unsigned int num) {
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@ -1347,7 +1348,7 @@ BOOL CALLBACK DebuggerCallB(HWND hwndDlg, UINT uMsg, WPARAM wParam, LPARAM lPara
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if (FCEUI_EmulationPaused()) {
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UpdateRegs(hwndDlg);
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FCEUI_ToggleEmulationPause();
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DebuggerWasUpdated = false;
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//DebuggerWasUpdated = false done in above function;
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}
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break;
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case IDC_DEBUGGER_STEP_IN:
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@ -81,6 +81,7 @@ 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 DebuggerWasUpdated = false; //To prevent the debugger from updating things without being updated.
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FCEUGI::FCEUGI()
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: filename(0)
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@ -952,6 +953,7 @@ void FCEUI_SetEmulationPaused(int val)
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void FCEUI_ToggleEmulationPause(void)
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{
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EmulationPaused = (EmulationPaused&1)^1;
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DebuggerWasUpdated = false;
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}
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void FCEUI_FrameAdvanceEnd(void)
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