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NetPlay: Pass Wii FS sync data directly to game boot logic instead of indirectly through globals.
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@ -257,10 +257,6 @@ bool IsNetPlayRunning();
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// Precondition: A netplay client instance must be present. In other words,
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// IsNetPlayRunning() must be true before calling this.
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const NetSettings& GetNetSettings();
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IOS::HLE::FS::FileSystem* GetWiiSyncFS();
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const std::vector<u64>& GetWiiSyncTitles();
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void SetWiiSyncData(std::unique_ptr<IOS::HLE::FS::FileSystem> fs, const std::vector<u64>& titles);
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void ClearWiiSyncData();
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void SetSIPollBatching(bool state);
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void SendPowerButtonEvent();
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bool IsSyncingAllWiiSaves();
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