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User server instead of checking servernode
For some reason both node and servernode are identical at that point. Both were 1 for the client when I tried it myself.
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@ -3749,7 +3749,7 @@ static void HandlePacketFromAwayNode(SINT8 node)
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/// Also, according to HandleConnect, the server will send the savegame even during intermission...
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/// Sryder 2018-07-05: If we don't want to send the player config another way we need to send the gamestate
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/// At almost any gamestate there could be joiners... So just always send gamestate?
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cl_mode = ((node == servernode) ? CL_CONNECTED : CL_DOWNLOADSAVEGAME);
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cl_mode = ((server) ? CL_CONNECTED : CL_DOWNLOADSAVEGAME);
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#else
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cl_mode = CL_CONNECTED;
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#endif
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