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authorEmmanuel Gil Peyrot <linkmauve@linkmauve.fr>2016-09-18 02:38:01 +0200
committerEmmanuel Gil Peyrot <linkmauve@linkmauve.fr>2016-09-18 02:38:01 +0200
commitdc8479928c5aee4c6ad6fe4f59006fb604cee701 (patch)
tree569a7f13128450bbab973236615587ff00bced5f /src/core/hle/hle.cpp
parentTravis: Import Dolphin’s clang-format hook. (diff)
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-rw-r--r--src/core/hle/hle.cpp6
1 files changed, 3 insertions, 3 deletions
diff --git a/src/core/hle/hle.cpp b/src/core/hle/hle.cpp
index 5c5373517..480a73e80 100644
--- a/src/core/hle/hle.cpp
+++ b/src/core/hle/hle.cpp
@@ -15,13 +15,13 @@
namespace {
bool reschedule; ///< If true, immediately reschedules the CPU to a new thread
-
}
namespace HLE {
-void Reschedule(const char *reason) {
- DEBUG_ASSERT_MSG(reason != nullptr && strlen(reason) < 256, "Reschedule: Invalid or too long reason.");
+void Reschedule(const char* reason) {
+ DEBUG_ASSERT_MSG(reason != nullptr && strlen(reason) < 256,
+ "Reschedule: Invalid or too long reason.");
// TODO(bunnei): It seems that games depend on some CPU execution time elapsing during HLE
// routines. This simulates that time by artificially advancing the number of CPU "ticks".