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Prepare for adjustable save state slot count by making the Win32 menu dynamic
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@@ -554,12 +554,12 @@ double g_lastSaveTime = -1.0;
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void PrevSlot()
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{
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g_Config.iCurrentStateSlot = (g_Config.iCurrentStateSlot - 1 + NUM_SLOTS) % NUM_SLOTS;
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g_Config.iCurrentStateSlot = (g_Config.iCurrentStateSlot - 1 + Config::iSaveStateSlotCount) % Config::iSaveStateSlotCount;
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}
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void NextSlot()
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{
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g_Config.iCurrentStateSlot = (g_Config.iCurrentStateSlot + 1) % NUM_SLOTS;
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g_Config.iCurrentStateSlot = (g_Config.iCurrentStateSlot + 1) % Config::iSaveStateSlotCount;
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}
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static void DeleteIfExists(const Path &fn) {
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@@ -807,7 +807,7 @@ double g_lastSaveTime = -1.0;
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int GetNewestSlot(const Path &gameFilename) {
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int newestSlot = -1;
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tm newestDate = {0};
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for (int i = 0; i < NUM_SLOTS; i++) {
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for (int i = 0; i < Config::iSaveStateSlotCount; i++) {
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Path fn = GenerateSaveSlotFilename(gameFilename, i, STATE_EXTENSION);
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if (File::Exists(fn)) {
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tm time;
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@@ -824,7 +824,7 @@ double g_lastSaveTime = -1.0;
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int GetOldestSlot(const Path &gameFilename) {
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int oldestSlot = -1;
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tm oldestDate = {0};
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for (int i = 0; i < NUM_SLOTS; i++) {
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for (int i = 0; i < Config::iSaveStateSlotCount; i++) {
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Path fn = GenerateSaveSlotFilename(gameFilename, i, STATE_EXTENSION);
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if (File::Exists(fn)) {
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tm time;
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