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	Kernel: Correct redundant yields to only advance time forward.
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				| @ -1577,10 +1577,12 @@ static void SleepThread(Core::System& system, s64 nanoseconds) { | ||||
|     } | ||||
| 
 | ||||
|     if (redundant) { | ||||
|         system.CoreTiming().Idle(); | ||||
|     } else { | ||||
|         system.PrepareReschedule(current_thread->GetProcessorID()); | ||||
|         // If it's redundant, the core is pretty much idle. Some games keep idling
 | ||||
|         // a core while it's doing nothing, we advance timing to avoid costly continuos
 | ||||
|         // calls.
 | ||||
|         system.CoreTiming().AddTicks(2000); | ||||
|     } | ||||
|     system.PrepareReschedule(current_thread->GetProcessorID()); | ||||
| } | ||||
| 
 | ||||
| /// Wait process wide key atomic
 | ||||
|  | ||||
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