otherwise update thread may collect input events that really
belong to UI. Another hack :(
extern int iXAPitch;
extern int iVolume;
-int ready_to_go;
+int ready_to_go, g_resetting;
unsigned long gpuDisp;
char cfgfile_basename[MAXPATHLEN];
int state_slot;
// so we need to prevent updateLace() call..
void *real_lace = GPU_updateLace;
GPU_updateLace = dummy_lace;
+ g_resetting = 1;
// reset can run code, timing must be set
pl_timing_prepare(Config.PsxType);
CDR_stop();
GPU_updateLace = real_lace;
+ g_resetting = 0;
}
void SysClose() {
void set_cd_image(const char *fname);
extern unsigned long gpuDisp;
-extern int ready_to_go;
+extern int ready_to_go, g_resetting;
extern char hud_msg[64];
extern int hud_new_msg;
struct timeval now;
int diff, usadj;
+ if (g_resetting)
+ return;
+
vsync_cnt++;
/* doing input here because the pad is polled