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Make the rewind snapshot interval wall-time based instead of frame-based.
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@@ -302,7 +302,7 @@ void GamePauseScreen::CreateViews() {
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saveUndoButton->OnClick.Handle(this, &GamePauseScreen::OnLastSaveUndo);
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}
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if (g_Config.iRewindFlipFrequency > 0) {
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if (g_Config.iRewindSnapshotInterval > 0) {
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UI::Choice *rewindButton = buttonRow->Add(new Choice(pa->T("Rewind")));
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rewindButton->SetEnabled(SaveState::CanRewind());
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rewindButton->OnClick.Handle(this, &GamePauseScreen::OnRewind);
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