Reverse engineered many of the multiplayer events
Some corrections to the way events are handled and identified.
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@@ -146,8 +146,8 @@ extern void sub_81AABF0(void (*callback)(void));
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extern void sub_800B4C0(void);
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extern void ClearLinkCallback(void);
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extern void sub_8009F8C(void);
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extern void sub_8153430(void);
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extern bool8 sub_8153474(void);
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extern void FullSaveGame(void);
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extern bool8 CheckSaveFile(void);
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extern void sub_80EECEC(void);
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// this file's functions
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@@ -2600,7 +2600,7 @@ static bool8 LinkPlayAgainHandleSaving(void)
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}
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break;
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case 2:
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sub_8153430();
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FullSaveGame();
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sBerryBlenderData->field_1A0++;
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sBerryBlenderData->framesToWait = 0;
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break;
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@@ -2614,7 +2614,7 @@ static bool8 LinkPlayAgainHandleSaving(void)
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case 4:
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if (IsLinkTaskFinished())
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{
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if (sub_8153474())
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if (CheckSaveFile())
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{
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sBerryBlenderData->field_1A0 = 5;
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}
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