forked from dolphin-emu/dolphin
		
	Add literally a million blank inputs in netplay when a wiimote changes reporting mode, just to make nsmbw sync.
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		@@ -649,7 +649,6 @@ bool NetPlayClient::WiimoteUpdate(int _number, u8* data, const u8 size)
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	// in game mapping for this local wiimote
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	unsigned int in_game_num = LocalWiimoteToInGameWiimote(_number);
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	// does this local wiimote map in game?
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	if (in_game_num < 4)
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	{
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@@ -673,6 +672,9 @@ bool NetPlayClient::WiimoteUpdate(int _number, u8* data, const u8 size)
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			}
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			nw.resize(size, 0);
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			m_wiimote_buffer[in_game_num].Push(nw);
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			m_wiimote_buffer[in_game_num].Push(nw);
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			m_wiimote_buffer[in_game_num].Push(nw);
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			m_wiimote_buffer[in_game_num].Push(nw);
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			m_wiimote_buffer[in_game_num].Push(nw);
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			m_wiimote_buffer[in_game_num].Push(nw);
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@@ -696,6 +698,9 @@ bool NetPlayClient::WiimoteUpdate(int _number, u8* data, const u8 size)
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		nw.resize(size, 0);
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		m_wiimote_buffer[_number].Push(nw);
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		m_wiimote_buffer[_number].Push(nw);
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		m_wiimote_buffer[_number].Push(nw);
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		m_wiimote_buffer[_number].Push(nw);
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		m_wiimote_buffer[_number].Push(nw);
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	}
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	// 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
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