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Make the join sync hack a little more robust
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1 changed files with 4 additions and 1 deletions
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@ -4628,7 +4628,10 @@ void G_ReadDemoExtraData(void)
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playeringame[p] = true;
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G_AddPlayer(p);
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players[p].spectator = true;
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P_RandomByte(); // I'm pretty sure this ISN'T right, but it syncs my one test replay.
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// There's likely an off-by-one error in timing recording or playback of joins. This hacks around it so I don't have to find out where that is. \o/
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if (oldcmd[p].forwardmove)
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P_RandomByte();
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}
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else
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{
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