NetPlay: Make sure the server knows it's stopped when it's stopped
This is embarassing.
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@@ -581,6 +581,8 @@ bool NetPlayServer::StopGame()
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std::lock_guard<std::recursive_mutex> lks(m_crit.send);
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std::lock_guard<std::recursive_mutex> lks(m_crit.send);
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SendToClients(spac);
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SendToClients(spac);
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m_is_running = false;
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return true;
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return true;
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}
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}
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