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Snap players first to ensure they are always sent
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@ -3617,10 +3617,6 @@ void CGameContext::OnSnap(int ClientID)
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Server()->SendMsg(&Msg, MSGFLAG_RECORD | MSGFLAG_NOSEND, ClientID);
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}
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m_World.Snap(ClientID);
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m_pController->Snap(ClientID);
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m_Events.Snap(ClientID);
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for(auto &pPlayer : m_apPlayers)
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{
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if(pPlayer)
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@ -3629,6 +3625,10 @@ void CGameContext::OnSnap(int ClientID)
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if(ClientID > -1)
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m_apPlayers[ClientID]->FakeSnap();
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m_World.Snap(ClientID);
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m_pController->Snap(ClientID);
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m_Events.Snap(ClientID);
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}
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void CGameContext::OnPreSnap() {}
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void CGameContext::OnPostSnap()
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