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Lose the quitflag check until we know while it gets out of sync between clients and server. This cause the new networking code to be somewhat usable again.
git-svn-id: https://svn.eduke32.com/eduke32@1669 1a8010ca-5511-0410-912e-c29ae57300e0
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1 changed files with 2 additions and 2 deletions
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@ -1020,7 +1020,7 @@ void Net_ParseServerPacket(ENetEvent * event)
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if (TEST_SYNC_KEY(nsyn[i].bits,SK_GAMEQUIT)) g_player[i].playerquitflag = 0;
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g_player[i].movefifoend++;
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if (g_player[i].playerquitflag == 0) continue;
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//if (g_player[i].playerquitflag == 0) continue;
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// Bmemcpy(&g_player[i].ps->opos.x, &g_player[i].ps->pos.x, sizeof(vec3_t));
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@ -1967,7 +1967,7 @@ void Net_UpdateClients(void)
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Bmemcpy(&packbuf[j], &nsyn[i], offsetof(input_t, filler));
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j += offsetof(input_t, filler);
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if (g_player[i].playerquitflag == 0) continue;
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//if (g_player[i].playerquitflag == 0) continue;
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Bmemcpy(&packbuf[j], &g_player[i].ps->pos.x, sizeof(vec3_t) * 2);
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j += sizeof(vec3_t) * 2;
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