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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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@ -72,6 +72,10 @@ private:
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IniFile m_gameini_local;
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std::string m_gameini_local_path;
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// ActionReplay::UnregisterCodeChangeCallback handle
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void* m_ar_callback_token = nullptr;
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bool m_ar_ignore_callback = false;
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void Init_ChildControls();
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void Load_ARCodes();
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@ -86,7 +90,8 @@ private:
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// Cheats List
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void OnEvent_CheatsList_ItemSelected(wxCommandEvent& event);
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void OnEvent_CheatsList_ItemToggled(wxCommandEvent& event);
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void OnEvent_CheatsList_Update(wxCommandEvent& event);
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void OnEvent_CheatsList_Update(wxThreadEvent& event);
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void OnActionReplayModified();
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// Apply Changes Button
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void OnEvent_ApplyChanges_Press(wxCommandEvent& event);
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