Added active player list to make ScreenNetEvaluation easier to deal with.
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@@ -568,7 +568,10 @@ void NetworkSyncManager::ProcessInput()
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{
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{
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int PStatus = m_packet.Read1();
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int PStatus = m_packet.Read1();
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if ( PStatus > 0 )
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if ( PStatus > 0 )
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{
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m_ActivePlayers++;
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m_ActivePlayers++;
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m_ActivePlayer.push_back( i );
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}
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m_PlayerStatus.push_back( PStatus );
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m_PlayerStatus.push_back( PStatus );
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m_PlayerNames.push_back( m_packet.ReadNT() );
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m_PlayerNames.push_back( m_packet.ReadNT() );
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}
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}
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@@ -70,8 +70,9 @@ public:
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bool useSMserver;
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bool useSMserver;
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int m_ActivePlayers;
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vector <int> m_PlayerStatus;
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vector <int> m_PlayerStatus;
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int m_ActivePlayers;
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vector <int> m_ActivePlayer;
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vector <CString> m_PlayerNames;
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vector <CString> m_PlayerNames;
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//Used togeather for
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//Used togeather for
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