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Correctly break when disabled and temp bps overlap.
Only affects debugging, not usual gameplay. Fixes #6700.
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@ -102,13 +102,21 @@ void MemCheck::JitCleanup()
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size_t CBreakPoints::FindBreakpoint(u32 addr, bool matchTemp, bool temp)
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{
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size_t found = INVALID_BREAKPOINT;
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for (size_t i = 0; i < breakPoints_.size(); ++i)
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{
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if (breakPoints_[i].addr == addr && (!matchTemp || breakPoints_[i].temporary == temp))
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return i;
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const auto &bp = breakPoints_[i];
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if (bp.addr == addr && (!matchTemp || bp.temporary == temp))
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{
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if (bp.enabled)
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return i;
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// Hold out until the first enabled one.
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if (found == INVALID_BREAKPOINT)
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found = i;
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}
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}
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return INVALID_BREAKPOINT;
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return found;
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}
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size_t CBreakPoints::FindMemCheck(u32 start, u32 end)
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