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Core: properly distinguish between ES title switches (Wii titles) and normal loading (GC, also called for Wii..); update config for ES title change, generate textures for both situations
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@ -73,9 +73,15 @@ struct SConfig
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void SetRunningGameMetadata(const DiscIO::Volume& volume, const DiscIO::Partition& partition);
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void SetRunningGameMetadata(const IOS::ES::TMDReader& tmd, DiscIO::Platform platform);
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void SetRunningGameMetadata(const std::string& game_id);
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// Reloads title-specific map files, patches, custom textures, etc.
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// This should only be called after the new title has been loaded into memory.
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static void OnNewTitleLoad(const Core::CPUThreadGuard& guard);
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// Triggered when Dolphin loads a title directly
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// Reloads title-specific map files, patches, etc.
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static void OnTitleDirectlyBooted(const Core::CPUThreadGuard& guard);
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// Direct title change from ES (Wii system)
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// Wii titles will still hit OnTitleDirectlyBooted
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// but GC titles will never see this call
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static void OnESTitleChanged();
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void LoadDefaults();
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static std::string MakeGameID(std::string_view file_name);
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@ -112,6 +118,8 @@ private:
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SConfig();
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~SConfig();
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static void ReloadTextures(Core::System& system);
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void SetRunningGameMetadata(const std::string& game_id, const std::string& gametdb_id,
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u64 title_id, u16 revision, DiscIO::Region region);
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