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System: Store game hash as well as serial
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@ -1284,8 +1284,8 @@ void MainWindow::onViewGamePropertiesActionTriggered()
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if (!s_system_valid)
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return;
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const std::string& path = System::GetRunningPath();
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const std::string& serial = System::GetRunningSerial();
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const std::string& path = System::GetDiscPath();
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const std::string& serial = System::GetGameSerial();
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if (path.empty() || serial.empty())
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return;
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@ -1116,11 +1116,11 @@ void EmuThread::loadState(bool global, qint32 slot)
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}
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// shouldn't even get here if we don't have a running game
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if (!global && System::GetRunningSerial().empty())
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if (!global && System::GetGameSerial().empty())
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return;
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bootOrLoadState(global ? System::GetGlobalSaveStateFileName(slot) :
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System::GetGameSaveStateFileName(System::GetRunningSerial(), slot));
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System::GetGameSaveStateFileName(System::GetGameSerial(), slot));
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}
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void EmuThread::saveState(const QString& filename, bool block_until_done /* = false */)
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@ -1147,11 +1147,11 @@ void EmuThread::saveState(bool global, qint32 slot, bool block_until_done /* = f
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return;
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}
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if (!global && System::GetRunningSerial().empty())
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if (!global && System::GetGameSerial().empty())
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return;
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System::SaveState((global ? System::GetGlobalSaveStateFileName(slot) :
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System::GetGameSaveStateFileName(System::GetRunningSerial(), slot))
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System::GetGameSaveStateFileName(System::GetGameSerial(), slot))
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.c_str(),
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g_settings.create_save_state_backups);
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}
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@ -848,6 +848,7 @@ QIcon GetIconForRegion(DiscRegion region)
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case DiscRegion::NTSC_U:
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return QIcon(QStringLiteral(":/icons/flag-uc.svg"));
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case DiscRegion::Other:
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case DiscRegion::NonPS1:
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default:
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return QIcon::fromTheme(QStringLiteral("file-unknow-line"));
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}
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