My first commit :)

Fixed more memory leaks when doing state load. Now all file devices(handles) are stored in state, and this will fix some crash after loading state.

Warning: Do NOT Save/Load state before game title is shown and controllable, or else you will get a corrupt state.

If you encounter "Emu WiiMote Desync" frequently, please report the condition
(PS: To recover from wiimote desync, just load a saved state)

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4608 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
ayuanx 2009-11-24 17:10:38 +00:00
parent 6a46befc2a
commit 29774c35e8
9 changed files with 239 additions and 75 deletions

View file

@ -432,7 +432,7 @@ void SingleShake(u8 &_y, u8 &_z, int i)
/* Tilting Wiimote with gamepad. We can guess that the game will calculate a
Wiimote pitch and use it as a measure of the tilting of the Wiimote. We are
interested in this tilting range 90?to -90?*/
interested in this tilting range 90 to -90*/
void TiltWiimoteGamepad(float &Roll, float &Pitch)
{
// Return if we have no pads
@ -456,7 +456,7 @@ void TiltWiimoteGamepad(float &Roll, float &Pitch)
float Tl = (float)_Tl;
float Tr = (float)_Tr;
// Save the Range in degrees, 45?and 90?are good values in some games
// Save the Range in degrees, 45 and 90 are good values in some games
float RollRange = (float)g_Config.Trigger.Range.Roll;
float PitchRange = (float)g_Config.Trigger.Range.Pitch;