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Fixed clientsdk compilation.
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2424545c52
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30788de692
@ -239,6 +239,7 @@ FORCEINLINE void CHostState::Think(void) const
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pylonTimer.Start();
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}
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#endif // DEDICATED
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#ifndef CLIENT_DLL
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if (statsTimer.GetDurationInProgress().GetSeconds() > sv_statusRefreshInterval->GetDouble())
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{
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string svCurrentPlaylist = KeyValues_GetCurrentPlaylist();
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@ -249,6 +250,7 @@ FORCEINLINE void CHostState::Think(void) const
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statsTimer.Start();
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}
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std::this_thread::sleep_for(std::chrono::milliseconds(50));
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#endif // !CLIENT_DLL
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}
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}
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@ -336,11 +338,14 @@ FORCEINLINE void CHostState::State_NewGame(void)
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g_bLevelResourceInitialized = false;
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m_bSplitScreenConnect = false;
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#ifndef CLIENT_DLL
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if (!g_pServerGameClients) // Init Game if it ain't valid.
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{
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SV_InitGameDLL();
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}
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#endif // !CLIENT_DLL
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#ifndef CLIENT_DLL
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if (!CModelLoader__Map_IsValid(g_pModelLoader, m_levelName) // Check if map is valid and if we can start a new game.
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|| !Host_NewGame(m_levelName, nullptr, m_bBackgroundLevel, m_bSplitScreenConnect, time) || !g_pServerGameClients)
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{
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@ -350,6 +355,7 @@ FORCEINLINE void CHostState::State_NewGame(void)
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#endif // !DEDICATED
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GameShutDown();
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}
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#endif // !CLIENT_DLL
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m_iCurrentState = HostStates_t::HS_RUN; // Set current state to run.
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@ -20,6 +20,7 @@
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//-----------------------------------------------------------------------------
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void KeepAliveToPylon()
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{
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#ifndef CLIENT_DLL
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if (g_pHostState->m_bActiveGame && sv_pylonvisibility->GetBool()) // Check for active game.
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{
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std::string m_szHostToken = std::string();
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@ -39,4 +40,5 @@ void KeepAliveToPylon()
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}
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);
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}
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#endif // !CLIENT_DLL
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}
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