Be more deterministic about the time.

This way, if a state is loaded, the game doesn't know.
Also, if the host is slow/sped up, it won't get out of sync.
This commit is contained in:
Unknown W. Brackets 2013-01-02 01:09:44 -08:00
parent 4a713309a3
commit 1c156784b6
3 changed files with 27 additions and 5 deletions

View file

@ -27,3 +27,6 @@ void sceKernelSysClock2USec();
void sceKernelSysClock2USecWide();
u32 sceKernelUSec2SysClockWide(u32 usec);
u32 sceKernelLibcClock();
void __KernelTimeInit();
void __KernelTimeDoState(PointerWrap &p);