Add passworded mechanism to change server game settings from client
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@@ -79,6 +79,8 @@ NetworkRecvStatus NetworkGameSocketHandler::HandlePacket(Packet *p)
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case PACKET_SERVER_NEED_COMPANY_PASSWORD: return this->Receive_SERVER_NEED_COMPANY_PASSWORD(p);
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case PACKET_CLIENT_GAME_PASSWORD: return this->Receive_CLIENT_GAME_PASSWORD(p);
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case PACKET_CLIENT_COMPANY_PASSWORD: return this->Receive_CLIENT_COMPANY_PASSWORD(p);
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case PACKET_CLIENT_SETTINGS_PASSWORD: return this->Receive_CLIENT_SETTINGS_PASSWORD(p);
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case PACKET_SERVER_SETTINGS_ACCESS: return this->Receive_SERVER_SETTINGS_ACCESS(p);
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case PACKET_SERVER_WELCOME: return this->Receive_SERVER_WELCOME(p);
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case PACKET_CLIENT_GETMAP: return this->Receive_CLIENT_GETMAP(p);
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case PACKET_SERVER_WAIT: return this->Receive_SERVER_WAIT(p);
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@@ -166,6 +168,8 @@ NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_NEED_GAME_PASSWORD(Pa
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NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_NEED_COMPANY_PASSWORD(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_NEED_COMPANY_PASSWORD); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_GAME_PASSWORD(Packet *p) { return this->ReceiveInvalidPacket(PACKET_CLIENT_GAME_PASSWORD); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_COMPANY_PASSWORD(Packet *p) { return this->ReceiveInvalidPacket(PACKET_CLIENT_COMPANY_PASSWORD); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_SETTINGS_PASSWORD(Packet *p) { return this->ReceiveInvalidPacket(PACKET_CLIENT_SETTINGS_PASSWORD); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_SETTINGS_ACCESS(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_SETTINGS_ACCESS); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_WELCOME(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_WELCOME); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_GETMAP(Packet *p) { return this->ReceiveInvalidPacket(PACKET_CLIENT_GETMAP); }
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NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_WAIT(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_WAIT); }
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