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Fix: Always refresh serverlist properly, don't let 64 player packets disrupt us
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@ -1062,11 +1062,10 @@ void CClient::ProcessConnlessPacket(CNetChunk *pPacket)
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if (strstr(Info.m_aGameType, "64") || strstr(Info.m_aName, "64"))
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if (strstr(Info.m_aGameType, "64") || strstr(Info.m_aName, "64"))
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{
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{
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pEntry = m_ServerBrowser.Find(pPacket->m_Address);
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pEntry = m_ServerBrowser.Find(pPacket->m_Address);
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if (pEntry)
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if (pEntry && m_ServerBrowser.IsRefreshing())
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{
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{
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pEntry->m_Is64 = true;
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pEntry->m_Is64 = true;
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m_ServerBrowser.RequestImpl64(pEntry->m_Addr, pEntry); // Force a quick update
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m_ServerBrowser.RequestImpl64(pEntry->m_Addr, pEntry); // Force a quick update
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m_ServerBrowser.QueueRequest(pEntry); // If it fails this will cause a retry
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}
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}
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}
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}
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}
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}
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