Don't mark sceKernelExitThread() as an error.
Also, add some reporting and make the sceKernelCreateThread log message shorter.
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1f1560a9d6
4 changed files with 54 additions and 60 deletions
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@ -644,10 +644,10 @@ const HLEFunction ThreadManForUser[] =
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{0x1181E963,sceKernelDelaySysClockThreadCB,"sceKernelDelaySysClockThreadCB"},
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{0xceadeb47,WrapI_U<sceKernelDelayThread>,"sceKernelDelayThread"},
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{0x68da9e36,WrapI_U<sceKernelDelayThreadCB>,"sceKernelDelayThreadCB"},
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{0xaa73c935,sceKernelExitThread,"sceKernelExitThread"},
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{0x809ce29b,sceKernelExitDeleteThread,"sceKernelExitDeleteThread"},
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{0xaa73c935,WrapV_I<sceKernelExitThread>,"sceKernelExitThread"},
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{0x809ce29b,WrapV_I<sceKernelExitDeleteThread>,"sceKernelExitDeleteThread"},
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{0x94aa61ee,sceKernelGetThreadCurrentPriority,"sceKernelGetThreadCurrentPriority"},
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{0x293b45b8,sceKernelGetThreadId,"sceKernelGetThreadId"},
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{0x293b45b8,WrapI_V<sceKernelGetThreadId>,"sceKernelGetThreadId"},
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{0x3B183E26,sceKernelGetThreadExitStatus,"sceKernelGetThreadExitStatus"},
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{0x52089CA1,sceKernelGetThreadStackFreeSize,"sceKernelGetThreadStackFreeSize"},
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{0xFFC36A14,WrapU_UU<sceKernelReferThreadRunStatus>,"sceKernelReferThreadRunStatus"},
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@ -762,7 +762,7 @@ const HLEFunction ThreadManForUser[] =
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// Not sure if these should be hooked up. See below.
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{0x0E927AED, _sceKernelReturnFromTimerHandler, "_sceKernelReturnFromTimerHandler"},
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{0x532A522E, _sceKernelExitThread,"_sceKernelExitThread"},
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{0x532A522E, WrapV_I<_sceKernelExitThread>,"_sceKernelExitThread"},
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// Shouldn't hook this up. No games should import this function manually and call it.
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