Fixed net event data being dropped in packet-server mode
Previously hosts would clear this data after executing which cannot be done as this will fundamentally break retransmissions when playing in packet-server mode.
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2 changed files with 4 additions and 8 deletions
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@ -2573,12 +2573,8 @@ void G_WriteDemoTiccmd (usercmd_t *cmd, int player, int buf)
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// [RH] Write any special "ticcmds" for this player to the demo
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if ((specdata = ClientStates[player].Tics[buf % BACKUPTICS].Data.GetData (&speclen)) && !(gametic % TicDup))
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{
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WriteBytes(TArrayView(specdata, speclen), demo_p);
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ClientStates[player].Tics[buf % BACKUPTICS].Data.SetData(nullptr, 0);
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}
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// [RH] Now write out a "normal" ticcmd.
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WriteUserCmdMessage (*cmd, &players[player].cmd, demo_p);
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