Don't callback to Lua in inconsistent state when loading a new ROM
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046bc221ef
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f2169b725f
1 changed files with 3 additions and 2 deletions
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@ -529,8 +529,6 @@ void do_load_rom() throw(std::bad_alloc, std::runtime_error)
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try {
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handle_load_core(*_movie.get(), portset2, false);
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_movie.get()->gametype = &core.rom->get_sysregion();
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core.fbuf->redraw_framebuffer(core.rom->draw_cover());
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core.lua2->callback_do_rewind();
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} catch(std::bad_alloc& e) {
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OOM_panic();
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} catch(std::exception& e) {
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@ -545,6 +543,9 @@ void do_load_rom() throw(std::bad_alloc, std::runtime_error)
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core.mlogic->set_rrdata(*(rrd()), true);
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set_mprefix(get_mprefix_for_project(core.mlogic->get_mfile().projectid));
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set_gameinfo(core.mlogic->get_mfile());
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core.fbuf->redraw_framebuffer(core.rom->draw_cover());
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core.lua2->callback_do_rewind();
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}
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core.dispatch->mode_change(core.mlogic->get_movie().readonly_mode());
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core.dispatch->mbranch_change();
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