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-rw-r--r--Source/Core/Core/Src/NetPlayClient.cpp7
1 files changed, 6 insertions, 1 deletions
diff --git a/Source/Core/Core/Src/NetPlayClient.cpp b/Source/Core/Core/Src/NetPlayClient.cpp
index 74fb4ce7c7..7e71584c35 100644
--- a/Source/Core/Core/Src/NetPlayClient.cpp
+++ b/Source/Core/Core/Src/NetPlayClient.cpp
@@ -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)
{
@@ -676,6 +675,9 @@ bool NetPlayClient::WiimoteUpdate(int _number, u8* data, const u8 size)
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);
previousSize[in_game_num] = size;
}
}
@@ -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