Closed michael-fadely closed 8 years ago
Looks like the actual issue is that one game instance can be any number of frames ahead or behind, and if another hook calls WaitForPlayers, they both get stuck waiting for messages they'll never receive. The moral of the story is to inject in a better locations, or not call it so frequently.
This is preventing synchronization of rand() calls for Emerald Hunting (although I want to properly reverse engineer the emerald manager), as well as aggressive frame synchronization.