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Don't prepare to fetch translations unless we actually are going to use them.. In a couple of places in the code.
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@ -1398,7 +1398,6 @@ int getPTPSocketCount(void) {
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}
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int initNetwork(SceNetAdhocctlAdhocId *adhoc_id){
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I18NCategory *n = GetI18NCategory("Networking");
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int iResult = 0;
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metasocket = (int)INVALID_SOCKET;
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metasocket = socket(AF_INET, SOCK_STREAM, IPPROTO_TCP);
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@ -1412,8 +1411,8 @@ int initNetwork(SceNetAdhocctlAdhocId *adhoc_id){
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// Resolve dns
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addrinfo * resultAddr;
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addrinfo * ptr;
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in_addr serverIp;
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addrinfo * ptr;
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in_addr serverIp;
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serverIp.s_addr = INADDR_NONE;
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iResult = getaddrinfo(g_Config.proAdhocServer.c_str(),0,NULL,&resultAddr);
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@ -1456,7 +1455,8 @@ int initNetwork(SceNetAdhocctlAdhocId *adhoc_id){
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memcpy(packet.game.data, adhoc_id->data, ADHOCCTL_ADHOCID_LEN);
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int sent = send(metasocket, (char*)&packet, sizeof(packet), 0);
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changeBlockingMode(metasocket, 1); // Change to non-blocking
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if (sent > 0){
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if (sent > 0) {
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I18NCategory *n = GetI18NCategory("Networking");
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osm.Show(n->T("Network Initialized"), 1.0);
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return 0;
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}
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@ -738,7 +738,6 @@ Shader *ShaderManager::ApplyVertexShader(int prim, u32 vertType) {
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// if (g_Config.bPrescaleUV)
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// globalDirty_ &= ~DIRTY_UVSCALEOFFSET;
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I18NCategory *gs = GetI18NCategory("Graphics");
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if (globalDirty_) {
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if (lastShader_)
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lastShader_->dirtyUniforms |= globalDirty_;
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@ -769,6 +768,7 @@ Shader *ShaderManager::ApplyVertexShader(int prim, u32 vertType) {
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vs = new Shader(codeBuffer_, GL_VERTEX_SHADER, useHWTransform, VSID);
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if (vs->Failed()) {
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I18NCategory *gs = GetI18NCategory("Graphics");
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ERROR_LOG(G3D, "Shader compilation failed, falling back to software transform");
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osm.Show(gs->T("hardware transform error - falling back to software"), 2.5f, 0xFF3030FF, -1, true);
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delete vs;
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@ -331,6 +331,7 @@ void TransformDrawEngine::SubmitPrim(void *verts, void *inds, GEPrimitiveType pr
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Flush();
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}
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}
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Flush();
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}
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void TransformDrawEngine::DecodeVerts() {
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