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dsda: disable wipe for imported demos
internally, wipe is rendered within a single "frame" so no input is processed. but we can't know from the movie which frame is wipe, so we can't insert empty frames to make imported movies work with our wipe - which has to happen across frames so we could capture every interim state of it. when exporting movies, wipe frames can be dropped based on lag info which we're currently setting for wipe only.
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src/BizHawk.Client.Common/movie/import/DoomLmpImport.cs

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@@ -47,6 +47,7 @@ protected override void RunImport()
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FastMonsters = input[i++] is not 0,
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NoMonsters = input[i++] is not 0,
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TurningResolution = DSDA.TurningResolution.Shorttics,
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RenderWipescreen = false,
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};
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_ = input[i++]; // DisplayPlayer is a non-sync setting so importers can't* set it
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syncSettings.Player1Present = input[i++] is not 0;

src/BizHawk.Client.Common/movie/import/HereticLmpImport.cs

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@@ -32,6 +32,7 @@ protected override void RunImport()
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Player3Present = input[i++] is not 0,
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Player4Present = input[i++] is not 0,
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TurningResolution = DSDA.TurningResolution.Shorttics,
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RenderWipescreen = false,
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};
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Result.Movie.SyncSettingsJson = ConfigService.SaveWithType(syncSettings);
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src/BizHawk.Client.Common/movie/import/HexenLmpImport.cs

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@@ -36,6 +36,7 @@ protected override void RunImport()
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Player4Present = input[i++] is not 0,
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Player4Class = (DSDA.HexenClass) input[i++],
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TurningResolution = DSDA.TurningResolution.Shorttics,
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RenderWipescreen = false,
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};
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_ = input[i++]; // player 5 isPresent
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_ = input[i++]; // player 5 class

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