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Minor logging change
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@ -2403,10 +2403,13 @@ static u32 sceKernelUnloadModule(u32 moduleId)
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u32 hleKernelStopUnloadSelfModuleWithOrWithoutStatus(u32 exitCode, u32 argSize, u32 argp, u32 statusAddr, u32 optionAddr, bool WithStatus) {
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if (loadedModules.size() > 1) {
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if (WithStatus)
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if (WithStatus) {
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ERROR_LOG_REPORT(Log::sceModule, "UNIMPL sceKernelStopUnloadSelfModuleWithStatus(%08x, %08x, %08x, %08x, %08x): game may have crashed", exitCode, argSize, argp, statusAddr, optionAddr);
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else
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ERROR_LOG_REPORT(Log::sceModule, "UNIMPL sceKernelSelfStopUnloadModule(%08x, %08x, %08x): game may have crashed", exitCode, argSize, argp);
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} else {
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// NOTE: The previous "may have crashed" message is not accurate, Splinter Cell Essentials uses this normally when leaving/entering in-game.
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// We should not report this.
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WARN_LOG(Log::sceModule, "sceKernelSelfStopUnloadModule(%08x, %08x, %08x)", exitCode, argSize, argp);
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}
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SceUID moduleID = __KernelGetCurThreadModuleId();
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u32 priority = 0x20;
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u32 stacksize = 0x40000;
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@ -2420,7 +2423,6 @@ u32 hleKernelStopUnloadSelfModuleWithOrWithoutStatus(u32 exitCode, u32 argSize,
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ERROR_LOG(Log::sceModule, "sceKernelStopUnloadSelfModuleWithStatus(%08x, %08x, %08x, %08x, %08x): invalid module id", exitCode, argSize, argp, statusAddr, optionAddr);
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else
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ERROR_LOG(Log::sceModule, "sceKernelSelfStopUnloadModule(%08x, %08x, %08x): invalid module id", exitCode, argSize, argp);
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return error;
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}
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