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	Adding autosave events. (#611)
* Adding autosave events. Dead simple. * Update autosaving.c to include @recomp_event comments
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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; | ||||
|  |  | |||
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