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@ -179,14 +179,6 @@ do_joingame (struct pkg_joingame *p_jg, _net_addr * addr)
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send_servermode (addr, i); // with this packet the client know it'S pl_nr
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addr->pl_nr = i;
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/* Send all connected players the new PlayerID, except to the new player
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for (i = 0; i < MAX_PLAYERS; i++)
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if (NET_CANSEND(i) && addr->pl_nr != i)
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send_playerid (&players[i].net.addr, pl->name, pl->net.addr.host,
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pl->net.addr.port, pl->net.addr.pl_nr, pl->gfx_nr,
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pl->team_nr, pl->net.flags);
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*/
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}
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else if (GS_WAITRUNNING) {
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@ -323,7 +315,8 @@ do_playerid (struct pkg_playerid *p_id, _net_addr * addr)
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/*
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* check if we have to update someones data
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*/
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else if ((GT_MP_PTPM && p_id->pl_nr >= 0 && p_id->pl_nr < MAX_PLAYERS && p_id->pl_nr != bman.p_nr && p_id->pl_nr != bman.p2_nr)
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else if ((GT_MP_PTPM && p_id->pl_nr >= 0 && p_id->pl_nr < MAX_PLAYERS &&
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p_id->pl_nr != bman.p_nr && p_id->pl_nr != bman.p2_nr && bman.state == GS_wait)
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|| (GT_MP_PTPS && p_id->pl_nr >= 0 && p_id->pl_nr < MAX_PLAYERS)) {
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pl = &players[p_id->pl_nr];
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