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Always send all tunings
It doesn't hurt since tunings after the last one are simply ignored. This also stops future coders from introducing more and more cases in this `if` chain.
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@ -108,13 +108,11 @@ enum
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VERSION_DDNET_OLD = 2,
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VERSION_DDNET_WHISPER = 217,
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VERSION_DDNET_GOODHOOK = 221,
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VERSION_DDNET_EXTRATUNES = 302,
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VERSION_DDNET_RCONPROTECT = 408,
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VERSION_DDNET_ANTIPING_PROJECTILE = 604,
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VERSION_DDNET_HOOKDURATION_TUNE = 607,
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VERSION_DDNET_FIREDELAY_TUNE = 701,
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VERSION_DDNET_UPDATER_FIXED = 707,
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VERSION_DDNET_GAMETICK = 10042,
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VERSION_DDNET_EARLY_VERSION = 13020,
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VERSION_DDNET_MSG_LEGACY = 15040,
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VERSION_DDNET_SWITCH = 15060,
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VERSION_DDNET_INDEPENDENT_SPECTATORS_TEAM = 16000,
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@ -758,19 +758,7 @@ void CGameContext::SendTuningParams(int ClientID, int Zone)
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else
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pParams = (int *)&(m_aTuningList[Zone]);
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unsigned int Last = sizeof(m_Tuning) / sizeof(int);
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if(m_apPlayers[ClientID])
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{
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int ClientVersion = m_apPlayers[ClientID]->GetClientVersion();
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if(ClientVersion < VERSION_DDNET_EXTRATUNES)
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Last = 33;
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else if(ClientVersion < VERSION_DDNET_HOOKDURATION_TUNE)
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Last = 37;
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else if(ClientVersion < VERSION_DDNET_FIREDELAY_TUNE)
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Last = 38;
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}
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for(unsigned i = 0; i < Last; i++)
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for(unsigned i = 0; i < sizeof(m_Tuning) / sizeof(int); i++)
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{
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if(m_apPlayers[ClientID] && m_apPlayers[ClientID]->GetCharacter())
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{
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