diff --git a/pcsx2/Recording/InputRecording.cpp b/pcsx2/Recording/InputRecording.cpp index 59d66a7899..aeb8359398 100644 --- a/pcsx2/Recording/InputRecording.cpp +++ b/pcsx2/Recording/InputRecording.cpp @@ -32,23 +32,28 @@ void SaveStateBase::InputRecordingFreeze() { + // NOTE - BE CAREFUL + // CHANGING THIS WILL BREAK BACKWARDS COMPATIBILITY ON SAVESTATES FreezeTag("InputRecording"); Freeze(g_FrameCount); #ifndef DISABLE_RECORDING - // Loading a save-state is an asynchronous task. If we are playing a recording - // that starts from a savestate (not power-on) and the starting (pcsx2 internal) frame - // marker has not been set (which comes from the save-state), we initialize it. - if (g_InputRecording.IsInitialLoad()) - g_InputRecording.SetStartingFrame(g_FrameCount); - else if (g_InputRecording.IsActive()) + if (g_Conf->EmuOptions.EnableRecordingTools) { - // Explicitly set the frame change tracking variable as to not - // detect saving or loading a savestate as a frame being drawn - g_InputRecordingControls.SetFrameCountTracker(g_FrameCount); + // Loading a save-state is an asynchronous task. If we are playing a recording + // that starts from a savestate (not power-on) and the starting (pcsx2 internal) frame + // marker has not been set (which comes from the save-state), we initialize it. + if (g_InputRecording.IsInitialLoad()) + g_InputRecording.SetStartingFrame(g_FrameCount); + else if (g_InputRecording.IsActive()) + { + // Explicitly set the frame change tracking variable as to not + // detect saving or loading a savestate as a frame being drawn + g_InputRecordingControls.SetFrameCountTracker(g_FrameCount); - if (IsLoading()) - g_InputRecording.SetFrameCounter(g_FrameCount); + if (IsLoading()) + g_InputRecording.SetFrameCounter(g_FrameCount); + } } #endif }