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Ignore client joins while loading a level, to prevent a myriad of join bugs.
Slightly rewritten from Jugador's, to prevent spurious DEBFILE prints of unknown packet type
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1 changed files with 4 additions and 1 deletions
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@ -4646,7 +4646,10 @@ static void GetPackets(void)
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if (netbuffer->packettype == PT_CLIENTJOIN && server)
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{
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HandleConnect(node);
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if (!levelloading) // Otherwise just ignore
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{
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HandleConnect(node);
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}
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continue;
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}
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if (node == servernode && client && cl_mode != CL_SEARCHING)
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