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If the client has caught up to the server -- say, during a wipe -- make GetLag return a ping of zero
Should fix the momentarily large ping bug.
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@ -5625,6 +5625,9 @@ boolean D_IsPlayerHumanAndGaming (INT32 player_number)
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tic_t GetLag(INT32 node)
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{
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// If the client has caught up to the server -- say, during a wipe -- lag is meaningless.
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if (nettics[node] > gametic)
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return 0;
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return gametic - nettics[node];
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}
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