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author | Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> | 2016-09-18 02:38:01 +0200 |
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committer | Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> | 2016-09-18 02:38:01 +0200 |
commit | dc8479928c5aee4c6ad6fe4f59006fb604cee701 (patch) | |
tree | 569a7f13128450bbab973236615587ff00bced5f /src/core/hle/hle.cpp | |
parent | Travis: Import Dolphin’s clang-format hook. (diff) | |
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Diffstat (limited to '')
-rw-r--r-- | src/core/hle/hle.cpp | 6 |
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". |