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Actually lets just do this now, like how its done below
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@ -1001,7 +1001,8 @@ static void SV_RequireResynch(INT32 node)
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resynch_delay[node] = 10; // Delay before you can fail sync again
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resynch_score[node] += 200; // Add score for initial desynch
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resynch_status[node] = 0xFFFF; // No players assumed synched
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for (i = 0; i < MAXPLAYERS; ++i)
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resynch_status[node] |= (1<<i); // No players assumed synched
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resynch_inprogress[node] = true; // so we know to send a PT_RESYNCHEND after sync
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// Initial setup
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