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authorAdam- <Adam-@5417fbe8-f217-4b02-8779-1006273d7864>2010-06-03 05:15:44 +0000
committerAdam- <Adam-@5417fbe8-f217-4b02-8779-1006273d7864>2010-06-03 05:15:44 +0000
commit6d87e0eb72511b25693789fea6ce2658fd5fad7d (patch)
tree1c95d4661554143e1b76d8ae5ad554cb4c56b64d /src/win32_memory.cpp
parent1c89004245d014d2fb961ca6c850e7df72af7993 (diff)
Use pongs to determine when servers are done syncing in Unreal, fixes a problem with Unreals endburst system where we have clients introduced to us from a "synced" server when they really arent
git-svn-id: http://anope.svn.sourceforge.net/svnroot/anope/trunk@2995 5417fbe8-f217-4b02-8779-1006273d7864
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