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Sources: Run clang-format on everything.
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@ -15,13 +15,13 @@
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namespace {
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bool reschedule; ///< If true, immediately reschedules the CPU to a new thread
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}
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namespace HLE {
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void Reschedule(const char *reason) {
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DEBUG_ASSERT_MSG(reason != nullptr && strlen(reason) < 256, "Reschedule: Invalid or too long reason.");
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void Reschedule(const char* reason) {
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DEBUG_ASSERT_MSG(reason != nullptr && strlen(reason) < 256,
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"Reschedule: Invalid or too long reason.");
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// TODO(bunnei): It seems that games depend on some CPU execution time elapsing during HLE
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// routines. This simulates that time by artificially advancing the number of CPU "ticks".
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