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18eba11657
The GAMESTATE one has to be carried out twice, first on the data from xd3_encode_memory, and then with the compressed data (because it might have increased in size, though this is very unlikely). The MOVE check is similar, though there, failure of the first check implies corrupt memory (which is why we're Bassert'ing that condition). Currently, the overflow on GAMESTATE sending happens when switching to a different map. git-svn-id: https://svn.eduke32.com/eduke32@2735 1a8010ca-5511-0410-912e-c29ae57300e0 |
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