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authorPokechu22 <Pokechu022@gmail.com>2020-01-19 10:45:52 -0800
committerPokechu22 <Pokechu022@gmail.com>2020-07-29 16:57:35 -0700
commit537e40afb500c1ca8941b757dec4aa9db082099c (patch)
treeffd2b5d2091f28bf650bb68d92a8ef5de4784563 /Source/Core/InputCommon/ControlReference/ExpressionParser.cpp
parentfba51b2956ad4d989d24673998ac613e4fd9c0b5 (diff)
Only update DIMAR and DILENGTH if transfer completed without error
Turns out, Gamecube games actually do check DILENGTH, and if DILENGTH is at 0, they'll think the transfer completed successfully even if DEINT is used, since after all, surely that means everything was sent. That caused all sorts of issues, from audio looping when a disc is removed since it's re-using the same buffer to just flat-out crashing instead of showing the disc removed screen.
Diffstat (limited to 'Source/Core/InputCommon/ControlReference/ExpressionParser.cpp')
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