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ActionReplay: Fix ISOProperties corrupting active code set
ISOProperties loads codes using ActionReplay::LoadCodes which actually applies the codes to the global state. If a game is running then that games receives all the codes (and ACTIVE status) from the second game being shown in ISOProperties which is not desirable.
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@ -4,6 +4,7 @@
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#pragma once
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#include <functional>
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#include <string>
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#include <vector>
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#include "Common/CommonTypes.h"
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@ -31,8 +32,12 @@ struct ARCode
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void RunAllActive();
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bool RunCode(const ARCode &arcode);
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void LoadCodes(const IniFile &globalini, const IniFile &localIni, bool forceLoad);
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void LoadCodes(std::vector<ARCode> &_arCodes, IniFile &globalini, IniFile &localIni);
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void ApplyCodes(const std::vector<ARCode>& codes);
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void AddCode(const ARCode& new_code);
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void* RegisterCodeChangeCallback(std::function<void()> callback);
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void UnregisterCodeChangeCallback(void* token);
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void LoadAndApplyCodes(const IniFile& globalini, const IniFile& localIni);
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std::vector<ARCode> LoadCodes(const IniFile& globalini, const IniFile& localIni);
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size_t GetCodeListSize();
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ARCode GetARCode(size_t index);
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void SetARCode_IsActive(bool active, size_t index);
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