Fixed some compiler warnings. Added error if game is running.
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@@ -570,7 +570,6 @@ int
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ClientStateWaitGame::InternalProcess(ClientThread &client, boost::shared_ptr<NetPacket> packet)
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{
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int retVal = MSG_SOCK_INTERNAL_PENDING;
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ClientContext &context = client.GetContext();
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if (packet->ToNetPacketGameStart())
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{
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@@ -653,7 +652,6 @@ int
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ClientStateWaitHand::InternalProcess(ClientThread &client, boost::shared_ptr<NetPacket> packet)
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{
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int retVal = MSG_SOCK_INTERNAL_PENDING;
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ClientContext &context = client.GetContext();
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if (packet->ToNetPacketHandStart())
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{
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@@ -717,7 +715,6 @@ int
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ClientStateRunHand::InternalProcess(ClientThread &client, boost::shared_ptr<NetPacket> packet)
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{
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int retVal = MSG_SOCK_INTERNAL_PENDING;
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ClientContext &context = client.GetContext();
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if (packet.get())
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{
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@@ -1095,7 +1092,7 @@ ClientStateFinal::~ClientStateFinal()
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}
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int
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ClientStateFinal::Process(ClientThread &client)
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ClientStateFinal::Process(ClientThread &/*client*/)
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{
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Thread::Msleep(10);
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