diff --git a/Core/HLE/sceKernelThread.cpp b/Core/HLE/sceKernelThread.cpp index acd1c58ddc..b705b8e238 100644 --- a/Core/HLE/sceKernelThread.cpp +++ b/Core/HLE/sceKernelThread.cpp @@ -845,7 +845,7 @@ u32 __KernelInterruptReturnAddress() return intReturnHackAddr; } -u32 __KernelSetThreadRA(SceUID threadID, int nid) +u32 __KernelSetThreadRA(SceUID threadID, u32 nid) { u32 newRA; switch (nid) diff --git a/Core/HLE/sceKernelThread.h b/Core/HLE/sceKernelThread.h index 69204621c3..7f16ad8bb6 100644 --- a/Core/HLE/sceKernelThread.h +++ b/Core/HLE/sceKernelThread.h @@ -235,7 +235,7 @@ bool __KernelSwitchToThread(SceUID threadID, const char *reason); // Set a thread's return address to a specific FakeSyscall nid. // Discards old RA. Only useful for special threads that do special things on exit. -u32 __KernelSetThreadRA(SceUID threadID, int nid); +u32 __KernelSetThreadRA(SceUID threadID, u32 nid); // A call into game code. These can be pending on a thread. // Similar to Callback-s (NOT CallbackInfos) in JPCSP.