From 69ec6b1972b538c52352666aeaccd52ba1b94e11 Mon Sep 17 00:00:00 2001 From: ANR2ME Date: Wed, 8 Dec 2021 12:00:59 +0700 Subject: [PATCH] Fix Tekken 5 Dark Resurrection Multiplayer --- Core/HLE/sceNetAdhoc.cpp | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/Core/HLE/sceNetAdhoc.cpp b/Core/HLE/sceNetAdhoc.cpp index 37339d251b..7e004af4b1 100644 --- a/Core/HLE/sceNetAdhoc.cpp +++ b/Core/HLE/sceNetAdhoc.cpp @@ -2367,7 +2367,6 @@ u32 NetAdhocctl_Disconnect() { // Library initialized if (netAdhocctlInited) { int iResult, error; - int us = adhocDefaultDelay * 3; hleEatMicro(1000); if (isAdhocctlBusy && CoreTiming::IsScheduled(adhocctlNotifyEvent)) { @@ -2403,7 +2402,7 @@ u32 NetAdhocctl_Disconnect() { } else if (friendFinderRunning) { AdhocctlRequest req = { OPCODE_DISCONNECT, {0} }; - WaitBlockingAdhocctlSocket(req, us, "adhocctl disconnect"); + WaitBlockingAdhocctlSocket(req, 0, "adhocctl disconnect"); } else { // Set Disconnected State @@ -5592,6 +5591,7 @@ void __NetTriggerCallbacks() break; case ADHOCCTL_EVENT_DISCONNECT: newState = ADHOCCTL_STATE_DISCONNECTED; + delayus = adhocDefaultDelay; // Tekken 5 expects AdhocctlDisconnect to be done within ~17ms (a frame?) break; case ADHOCCTL_EVENT_GAME: {