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Let's try what that comment suggests.
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@ -2424,7 +2424,7 @@ static void CL_RemovePlayer(INT32 playernum)
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if (playerpernode[node] <= 0)
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{
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// If a resynch was in progress, well, it no longer needs to be.
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SV_InitResynchVars(playernode[playernum]);
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SV_InitResynchVars(node);
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nodeingame[node] = false;
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Net_CloseConnection(node);
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@ -3487,6 +3487,7 @@ static void HandleConnect(SINT8 node)
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/// \note Shouldn't SV_SendRefuse be called before ResetNode?
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ResetNode(node);
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SV_SendRefuse(node, M_GetText("Server couldn't send info, please try again"));
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ResetNode(node); // Yeah, lets try it!
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/// \todo fix this !!!
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return; // restart the while
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}
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