Reverse engineered many of the multiplayer events
Some corrections to the way events are handled and identified.
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@@ -1265,11 +1265,11 @@ static void sub_80A0550(u8 taskId)
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break;
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case 1:
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SetContinueGameWarpStatusToDynamicWarp();
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sub_8153430();
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FullSaveGame();
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*step = 2;
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break;
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case 2:
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if (sub_8153474())
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if (CheckSaveFile())
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{
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ClearContinueGameWarpStatus2();
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*step = 3;
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