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Remove variable that was previously refactored away (not sure if that was a good idea)
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@@ -216,7 +216,7 @@ void __NetApctlInit() {
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static void __ResetInitNetLib() {
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netInited = false;
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// netInetInited = false;
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SceNetInet::Shutdown();
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memset(&netMallocStat, 0, sizeof(netMallocStat));
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memset(¶meter, 0, sizeof(parameter));
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@@ -313,9 +313,11 @@ void __NetDoState(PointerWrap &p) {
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return;
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auto cur_netInited = netInited;
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auto cur_netInetInited = netInetInited;
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auto cur_netInetInited = SceNetInet::Inited();
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auto cur_netApctlInited = netApctlInited;
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bool netInetInited = cur_netInetInited;
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Do(p, netInited);
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Do(p, netInetInited);
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Do(p, netApctlInited);
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@@ -368,13 +370,12 @@ void __NetDoState(PointerWrap &p) {
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if (p.mode == p.MODE_READ) {
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// Let's not change "Inited" value when Loading SaveState in the middle of multiplayer to prevent memory & port leaks
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netApctlInited = cur_netApctlInited;
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netInetInited = cur_netInetInited;
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netInited = cur_netInited;
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// Discard leftover events
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apctlEvents.clear();
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// Discard created resolvers for now (since i'm not sure whether the information in the struct is sufficient or not, and we don't support multi-threading yet anyway)
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netResolvers.clear();
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SceNetResolver::Shutdown();
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}
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}
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