Add literally a million blank inputs in netplay when a wiimote changes reporting mode, just to make nsmbw sync.

This commit is contained in:
Rachel Bryk 2013-09-28 23:39:29 -04:00
parent a2fd52ef4f
commit b0200219dd

View File

@ -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)
{
@ -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);
@ -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