diff --git a/Core/HLE/sceNetAdhoc.cpp b/Core/HLE/sceNetAdhoc.cpp index 5e5da07fd1..73fb8f3d13 100644 --- a/Core/HLE/sceNetAdhoc.cpp +++ b/Core/HLE/sceNetAdhoc.cpp @@ -5063,7 +5063,8 @@ static int sceNetAdhocMatchingStart(int matchingId, int evthPri, int evthStack, int retval = NetAdhocMatching_Start(matchingId, evthPri, USER_PARTITION_ID, evthStack, inthPri, USER_PARTITION_ID, inthStack, optLen, optDataAddr); // Give a little time to make sure matching Threads are ready before the game use the next sceNet functions, should've checked for status instead of guessing the time? - return hleDelayResult(retval, "give some time", adhocMatchingEventDelay); + hleEatMicro(adhocMatchingEventDelay); + return retval; } // With params for Partition ID for the event & input handler stack @@ -5074,7 +5075,8 @@ static int sceNetAdhocMatchingStart2(int matchingId, int evthPri, int evthPartit int retval = NetAdhocMatching_Start(matchingId, evthPri, evthPartitionId, evthStack, inthPri, inthPartitionId, inthStack, optLen, optDataAddr); // Give a little time to make sure matching Threads are ready before the game use the next sceNet functions, should've checked for status instead of guessing the time? - return hleDelayResult(retval, "give some time", adhocMatchingEventDelay); + hleEatMicro(adhocMatchingEventDelay); + return retval; }