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Netplay: Completely rewrite Wiimote syncing logic to be similar to the GameCube controller one.
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@ -101,7 +101,6 @@ struct NetSettings
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bool strict_settings_sync = false;
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bool sync_codes = false;
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std::string save_data_region;
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std::array<int, 4> wiimote_extension{};
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bool golf_mode = false;
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bool use_fma = false;
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bool hide_remote_gbas = false;
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@ -228,11 +227,6 @@ enum : u8
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CHANNEL_COUNT
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};
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struct WiimoteInput
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{
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u8 report_id = 0;
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std::vector<u8> data;
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};
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using PlayerId = u8;
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using FrameNum = u32;
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using PadIndex = s8;
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@ -260,7 +254,6 @@ std::string GetPlayerMappingString(PlayerId pid, const PadMappingArray& pad_map,
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bool IsNetPlayRunning();
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void SetSIPollBatching(bool state);
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void SendPowerButtonEvent();
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void SetupWiimotes();
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std::string GetGBASavePath(int pad_num);
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PadDetails GetPadDetails(int pad_num);
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} // namespace NetPlay
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