Don't limit max players for net evaluation to 32.
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@@ -424,16 +424,7 @@ void NetworkSyncManager::StartRequest(short position)
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m_packet.WriteNT(""); //Write a NULL if no player
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//This needs to be reset before ScreenEvaluation could possibly be called
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for (int i=0; i<NETMAXPLAYERS; ++i)
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{
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m_EvalPlayerData[i].name=0;
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m_EvalPlayerData[i].grade=0;
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m_EvalPlayerData[i].score=0;
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m_EvalPlayerData[i].difficulty=(Difficulty)0;
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for (int j=0; j<NETNUMTAPSCORES; ++j)
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m_EvalPlayerData[i].tapScores[j] = 0;
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m_EvalPlayerData[i].playerOptions = "";
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}
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m_EvalPlayerData.clear();
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//Block until go is recieved.
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//Switch to blocking mode (this is the only
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@@ -552,6 +543,7 @@ void NetworkSyncManager::ProcessInput()
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case NSCGON:
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{
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int PlayersInPack = m_packet.Read1();
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m_EvalPlayerData.resize(PlayersInPack);
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for (int i=0; i<PlayersInPack; ++i)
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m_EvalPlayerData[i].name = m_packet.Read1();
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for (int i=0; i<PlayersInPack; ++i)
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