Make it compile. Network mode not working currently.
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@@ -440,11 +440,11 @@ ClientStateWaitSession::InternalProcess(ClientThread &client, boost::shared_ptr<
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// Everything is fine - we are in the lobby.
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NetPacketInitAck::Data initAckData;
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packet->ToNetPacketInitAck()->GetData(initAckData);
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client.SetGuiPlayerId(initAckData.yourPlayerUniqueId);
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client.SetGuiPlayerId(initAckData.playerId);
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// Player number is 0 on init. Will be set when the game starts.
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boost::shared_ptr<PlayerData> playerData(
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new PlayerData(initAckData.yourPlayerUniqueId, 0, PLAYER_TYPE_HUMAN, PLAYER_RIGHTS_NORMAL));
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new PlayerData(initAckData.playerId, 0, PLAYER_TYPE_HUMAN, PLAYER_RIGHTS_NORMAL));
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playerData->SetName(context.GetPlayerName());
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client.AddPlayerData(playerData);
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@@ -17,10 +17,10 @@
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* 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. *
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***************************************************************************/
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#include <net/serverthread.h>
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#include <net/serveracceptthread.h>
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#include <net/servercontext.h>
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#include <net/connectdata.h>
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#include <net/serverrecvthread.h>
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#include <net/serverlobbythread.h>
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#include <net/socket_helper.h>
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#include <net/serverexception.h>
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#include <net/socket_msg.h>
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@@ -17,7 +17,7 @@
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* 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. *
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***************************************************************************/
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#include <net/serverrecvthread.h>
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#include <net/serverlobbythread.h>
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#include <net/serverexception.h>
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#include <net/senderthread.h>
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#include <net/sendercallback.h>
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