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[Adhocctl] Fix Tekken 5 Dark Resurrection Multiplayer #15215

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Dec 8, 2021
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4 changes: 2 additions & 2 deletions Core/HLE/sceNetAdhoc.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -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)) {
Expand Down Expand Up @@ -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
Expand Down Expand Up @@ -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:
{
Expand Down