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Add literally a million blank inputs in netplay when a wiimote changes reporting mode, just to make nsmbw sync.
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@ -649,7 +649,6 @@ bool NetPlayClient::WiimoteUpdate(int _number, u8* data, const u8 size)
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// in game mapping for this local wiimote
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// in game mapping for this local wiimote
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unsigned int in_game_num = LocalWiimoteToInGameWiimote(_number);
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unsigned int in_game_num = LocalWiimoteToInGameWiimote(_number);
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// does this local wiimote map in game?
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// does this local wiimote map in game?
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if (in_game_num < 4)
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if (in_game_num < 4)
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{
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{
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@ -673,6 +672,9 @@ bool NetPlayClient::WiimoteUpdate(int _number, u8* data, const u8 size)
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}
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}
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nw.resize(size, 0);
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nw.resize(size, 0);
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m_wiimote_buffer[in_game_num].Push(nw);
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m_wiimote_buffer[in_game_num].Push(nw);
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m_wiimote_buffer[in_game_num].Push(nw);
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m_wiimote_buffer[in_game_num].Push(nw);
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m_wiimote_buffer[in_game_num].Push(nw);
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m_wiimote_buffer[in_game_num].Push(nw);
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m_wiimote_buffer[in_game_num].Push(nw);
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m_wiimote_buffer[in_game_num].Push(nw);
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m_wiimote_buffer[in_game_num].Push(nw);
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@ -696,6 +698,9 @@ bool NetPlayClient::WiimoteUpdate(int _number, u8* data, const u8 size)
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nw.resize(size, 0);
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nw.resize(size, 0);
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m_wiimote_buffer[_number].Push(nw);
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m_wiimote_buffer[_number].Push(nw);
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m_wiimote_buffer[_number].Push(nw);
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m_wiimote_buffer[_number].Push(nw);
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m_wiimote_buffer[_number].Push(nw);
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m_wiimote_buffer[_number].Push(nw);
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m_wiimote_buffer[_number].Push(nw);
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}
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}
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// We should have used a blank input last time, so now we just need to pop through the old buffer, until we reach a good input
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// We should have used a blank input last time, so now we just need to pop through the old buffer, until we reach a good input
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