Skip to content

Commit

Permalink
Browse files Browse the repository at this point in the history
Add literally a million blank inputs in netplay when a wiimote change…
…s reporting mode, just to make nsmbw sync.
  • Loading branch information
RachelBryk committed Sep 29, 2013
1 parent a2fd52e commit b020021
Showing 1 changed file with 6 additions and 1 deletion.
7 changes: 6 additions & 1 deletion Source/Core/Core/Src/NetPlayClient.cpp
Expand Up @@ -649,7 +649,6 @@ bool NetPlayClient::WiimoteUpdate(int _number, u8* data, const u8 size)

// in game mapping for this local wiimote
unsigned int in_game_num = LocalWiimoteToInGameWiimote(_number);

// does this local wiimote map in game?
if (in_game_num < 4)
{
Expand All @@ -673,6 +672,9 @@ bool NetPlayClient::WiimoteUpdate(int _number, u8* data, const u8 size)
}
nw.resize(size, 0);

m_wiimote_buffer[in_game_num].Push(nw);
m_wiimote_buffer[in_game_num].Push(nw);
m_wiimote_buffer[in_game_num].Push(nw);
m_wiimote_buffer[in_game_num].Push(nw);
m_wiimote_buffer[in_game_num].Push(nw);
m_wiimote_buffer[in_game_num].Push(nw);
Expand All @@ -696,6 +698,9 @@ bool NetPlayClient::WiimoteUpdate(int _number, u8* data, const u8 size)
nw.resize(size, 0);
m_wiimote_buffer[_number].Push(nw);
m_wiimote_buffer[_number].Push(nw);
m_wiimote_buffer[_number].Push(nw);
m_wiimote_buffer[_number].Push(nw);
m_wiimote_buffer[_number].Push(nw);
}

// 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
Expand Down

0 comments on commit b020021

Please sign in to comment.