Be more deterministic about the time.
This way, if a state is loaded, the game doesn't know. Also, if the host is slow/sped up, it won't get out of sync.
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3 changed files with 27 additions and 5 deletions
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@ -27,3 +27,6 @@ void sceKernelSysClock2USec();
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void sceKernelSysClock2USecWide();
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u32 sceKernelUSec2SysClockWide(u32 usec);
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u32 sceKernelLibcClock();
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void __KernelTimeInit();
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void __KernelTimeDoState(PointerWrap &p);
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