(svn r2108) -Fix: the server now also unpause when a client desyncs or something
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		@@ -515,13 +515,13 @@ void NetworkCloseClient(NetworkClientState *cs)
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				SEND_COMMAND(PACKET_SERVER_ERROR_QUIT)(new_cs, cs->index, errorno);
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									SEND_COMMAND(PACKET_SERVER_ERROR_QUIT)(new_cs, cs->index, errorno);
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			}
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								}
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		}
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							}
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						}
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	/* When the client was PRE_ACTIVE, the server was in pause mode, so unpause */
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						/* When the client was PRE_ACTIVE, the server was in pause mode, so unpause */
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	if (cs->status == STATUS_PRE_ACTIVE && _network_pause_on_join) {
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						if (cs->status == STATUS_PRE_ACTIVE && _network_pause_on_join) {
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		DoCommandP(0, 0, 0, NULL, CMD_PAUSE);
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							DoCommandP(0, 0, 0, NULL, CMD_PAUSE);
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		NetworkServer_HandleChat(NETWORK_ACTION_CHAT, DESTTYPE_BROADCAST, 0, "Game unpaused", NETWORK_SERVER_INDEX);
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							NetworkServer_HandleChat(NETWORK_ACTION_CHAT, DESTTYPE_BROADCAST, 0, "Game unpaused", NETWORK_SERVER_INDEX);
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	}
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						}
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	}
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	closesocket(cs->socket);
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						closesocket(cs->socket);
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	cs->writable = false;
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						cs->writable = false;
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