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BMS EmitGameSound crash fix (#404)
* Added second bool value for CServerGameClients::ClientActive I have no idea why it exists, doesn't seem to be used, Crowbar Collective... * EmitSound Windows crash for Black Mesa this was caused mainly by lack of vars bmp, signature, fadetime here is some info https://developer.valvesoftware.com/wiki/Music_track
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@@ -2623,7 +2623,7 @@ bool CServerGameClients::ClientConnect( edict_t *pEdict, const char *pszName, co
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// Purpose: Called when a player is fully active (i.e. ready to receive messages)
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// Input : *pEntity - the player
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//-----------------------------------------------------------------------------
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void CServerGameClients::ClientActive( edict_t *pEdict, bool bLoadGame )
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void CServerGameClients::ClientActive( edict_t *pEdict, bool bLoadGame, bool bUnknown)
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{
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MDLCACHE_CRITICAL_SECTION();
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