Fix: inconsistent check for client authorized status
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		@@ -251,7 +251,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::CloseConnection(NetworkRecvSta
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		/* Inform other clients of this... strange leaving ;) */
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		for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
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			if (new_cs->status > STATUS_AUTHORIZED && this != new_cs) {
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			if (new_cs->status >= STATUS_AUTHORIZED && this != new_cs) {
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				new_cs->SendErrorQuit(this->client_id, NETWORK_ERROR_CONNECTION_LOST);
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			}
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		}
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@@ -369,7 +369,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendError(NetworkErrorCode err
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	StringID strid = GetNetworkErrorMsg(error);
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	/* Only send when the current client was in game */
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	if (this->status > STATUS_AUTHORIZED) {
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	if (this->status >= STATUS_AUTHORIZED) {
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		std::string client_name = this->GetClientName();
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		Debug(net, 1, "'{}' made an error and has been disconnected: {}", client_name, GetString(strid));
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