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fix dedicated server replicating local players
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1 changed files with 5 additions and 1 deletions
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@ -4303,7 +4303,11 @@ boolean SV_SpawnServer(void)
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// strictly speaking, i'm not convinced the following is necessary
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// but I'm not confident enough to remove it entirely in case it breaks something
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{
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// in a listen server, this sends the local player information to the server so
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// that the client has players replicated on the server. in dedicated, there is
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// no local player!
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if (!dedicated) {
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UINT8 *availabilitiesbuffer = R_GetSkinAvailabilities(false, -1);
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SINT8 node = 0;
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for (; node < MAXNETNODES; node++)
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