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@ -941,6 +941,7 @@ void FullscreenUI::OnSystemStarting()
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return;
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BeginTransition(LONG_TRANSITION_TIME, []() {
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ClearSaveStateEntryList();
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s_state.current_main_window = MainWindowType::None;
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QueueResetFocus(FocusResetType::ViewChanged);
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UpdateRunIdleState();
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@ -1467,6 +1468,7 @@ void FullscreenUI::DoStartPath(std::string path, std::string state, std::optiona
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OpenInfoMessageDialog(TRANSLATE_STR("System", "Error"),
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fmt::format(TRANSLATE_FS("System", "Failed to boot system: {}"), error_desc));
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ClearSaveStateEntryList();
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UpdateRunIdleState();
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});
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}
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@ -7372,10 +7374,9 @@ void FullscreenUI::OpenSaveStateSelector(const std::string& serial, const std::s
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void FullscreenUI::DrawSaveStateSelector()
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{
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static constexpr auto do_load_state = [](std::string game_path, std::string state_path) {
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ClearSaveStateEntryList();
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if (GPUThread::HasGPUBackend())
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{
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ClearSaveStateEntryList();
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ReturnToMainWindow(LONG_TRANSITION_TIME);
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Host::RunOnCPUThread([game_path = std::move(game_path), state_path = std::move(state_path)]() mutable {
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