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https://github.com/ptitSeb/Serious-Engine
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Mismerge fix.
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@ -58,18 +58,18 @@
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#include <Engine/Templates/Stock_CShader.h>
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#include <Engine/Templates/Stock_CShader.h>
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#include <Engine/Templates/Stock_CSkeleton.h>
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#include <Engine/Templates/Stock_CSkeleton.h>
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#include <Engine/GameAgent/GameAgent.h>
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// pointer to global instance of the only game object in the application
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// pointer to global instance of the only game object in the application
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CNetworkLibrary *_pNetwork= NULL;
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CNetworkLibrary *_pNetwork= NULL;
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extern BOOL _bNeedPretouch;
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extern BOOL _bNeedPretouch;
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BOOL _bMultiPlayer = FALSE;
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BOOL _bMultiPlayer = FALSE;
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INDEX _ctEntities = 0;
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INDEX _ctEntities = 0;
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INDEX _ctPredictorEntities = 0;
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INDEX _ctPredictorEntities = 0;
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LevelChangePhase _lphCurrent = LCP_NOCHANGE;
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LevelChangePhase _lphCurrent = LCP_NOCHANGE;
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BOOL _bTempNetwork = FALSE; // set while using temporary second network object
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BOOL _bTempNetwork = FALSE; // set while using temporary second network object
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extern BOOL con_bCapture;
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extern BOOL con_bCapture;
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extern CTString con_strCapture;
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extern CTString con_strCapture;
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@ -93,7 +93,7 @@ INDEX ser_bClientsMayPause = TRUE;
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FLOAT ser_tmSyncCheckFrequency = 1.0f;
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FLOAT ser_tmSyncCheckFrequency = 1.0f;
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INDEX ser_iSyncCheckBuffer = 60;
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INDEX ser_iSyncCheckBuffer = 60;
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INDEX ser_bEnumeration = TRUE;
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INDEX ser_bEnumeration = TRUE;
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INDEX ser_bHeartbeatGameSpy = TRUE;
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INDEX ser_bPingGameAgent = TRUE;
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FLOAT ser_tmKeepAlive = 0.1f;
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FLOAT ser_tmKeepAlive = 0.1f;
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FLOAT ser_tmPingUpdate = 3.0f;
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FLOAT ser_tmPingUpdate = 3.0f;
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INDEX ser_bWaitFirstPlayer = 0;
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INDEX ser_bWaitFirstPlayer = 0;
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