Adding autosave events. (#611)

* Adding autosave events. Dead simple.

* Update autosaving.c to include @recomp_event comments
This commit is contained in:
LT_SCHMIDDY
2025-06-18 21:34:32 -04:00
committed by GitHub
parent 54997438de
commit 0bc0fd2610

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@@ -70,7 +70,12 @@ void Sram_SyncWriteToFlash(SramContext* sramCtx, s32 curPage, s32 numPages);
void recomp_reset_autosave_timer();
void recomp_reset_autosave_timer_slow();
RECOMP_DECLARE_EVENT(recomp_on_autosave(PlayState* play));
RECOMP_DECLARE_EVENT(recomp_after_autosave(PlayState* play));
RECOMP_EXPORT void recomp_do_autosave(PlayState* play) {
// @recomp_event recomp_on_autosave(PlayState* play): Autosave triggered.
recomp_on_autosave(play);
// Transfer the scene flags into the cycle flags.
Play_SaveCycleSceneFlags(&play->state);
// Transfer the cycle flags into the save buffer. Logic copied from func_8014546C.
@@ -97,6 +102,9 @@ RECOMP_EXPORT void recomp_do_autosave(PlayState* play) {
Sram_SyncWriteToFlash(sramCtx, gFlashOwlSaveStartPages[fileNum * 2 + 1], gFlashOwlSaveNumPages[fileNum * 2 + 1]);
gSaveContext.save.isOwlSave = false;
// @recomp_event recomp_on_autosave(PlayState* play): Autosave finished.
recomp_after_autosave(play);
}
bool loading_deletes_owl_save = true;