Check/print tick skip counter in desync and random logging.
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@@ -874,7 +874,7 @@ void NetworkGameLoop()
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if (_network_server) {
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/* Log the sync state to check for in-syncedness of replays. */
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if (_date_fract == 0) {
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if (_date_fract == 0 && _tick_skip_counter == 0) {
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/* We don't want to log multiple times if paused. */
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static Date last_log;
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if (last_log != _date) {
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