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Thread: Better/minor accuracy for sysclock delay.
Certain negative values shouldn't cause a delay, could help if a game has a bug.
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@@ -734,8 +734,8 @@ const HLEFunction ThreadManForUser[] =
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{0X71BC9871, &WrapI_II<sceKernelChangeThreadPriority>, "sceKernelChangeThreadPriority", 'i', "ii" },
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{0X446D8DE6, &WrapI_CUUIUU<sceKernelCreateThread>, "sceKernelCreateThread", 'i', "sxxixx", HLE_NOT_IN_INTERRUPT },
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{0X9FA03CD3, &WrapI_I<sceKernelDeleteThread>, "sceKernelDeleteThread", 'i', "i" },
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{0XBD123D9E, &WrapI_U<sceKernelDelaySysClockThread>, "sceKernelDelaySysClockThread", 'i', "x", HLE_NOT_IN_INTERRUPT | HLE_NOT_DISPATCH_SUSPENDED },
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{0X1181E963, &WrapI_U<sceKernelDelaySysClockThreadCB>, "sceKernelDelaySysClockThreadCB", 'i', "x", HLE_NOT_IN_INTERRUPT | HLE_NOT_DISPATCH_SUSPENDED },
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{0XBD123D9E, &WrapI_U<sceKernelDelaySysClockThread>, "sceKernelDelaySysClockThread", 'i', "P", HLE_NOT_IN_INTERRUPT | HLE_NOT_DISPATCH_SUSPENDED },
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{0X1181E963, &WrapI_U<sceKernelDelaySysClockThreadCB>, "sceKernelDelaySysClockThreadCB", 'i', "P", HLE_NOT_IN_INTERRUPT | HLE_NOT_DISPATCH_SUSPENDED },
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{0XCEADEB47, &WrapI_U<sceKernelDelayThread>, "sceKernelDelayThread", 'i', "x", HLE_NOT_IN_INTERRUPT | HLE_NOT_DISPATCH_SUSPENDED },
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{0X68DA9E36, &WrapI_U<sceKernelDelayThreadCB>, "sceKernelDelayThreadCB", 'i', "x", HLE_NOT_IN_INTERRUPT | HLE_NOT_DISPATCH_SUSPENDED },
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{0XAA73C935, &WrapV_I<sceKernelExitThread>, "sceKernelExitThread", 'v', "i" },
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