[Threading]: Removing this was not a good idea
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@ -74,6 +74,7 @@ namespace Components
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Loader::Register(new Gametypes());
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Loader::Register(new Materials());
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Loader::Register(new Scheduler());
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Loader::Register(new Threading());
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Loader::Register(new CardTitles());
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Loader::Register(new FileSystem());
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Loader::Register(new ModelSurfs());
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@ -106,6 +106,7 @@ namespace Components
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#include "Modules/Gametypes.hpp"
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#include "Modules/Materials.hpp"
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#include "Modules/Singleton.hpp"
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#include "Modules/Threading.hpp"
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#include "Modules/CardTitles.hpp"
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#include "Modules/FileSystem.hpp"
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#include "Modules/ModelSurfs.hpp"
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@ -332,9 +332,6 @@ namespace Components
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// Fix crash as nullptr goes unchecked
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Utils::Hook(0x437CAD, QuickPatch::SND_GetAliasOffset_Stub, HOOK_JUMP).install()->quick();
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// Make VA thread safe
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Utils::Hook(0x4785B0, Utils::String::VA, HOOK_JUMP).install()->quick();
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// protocol version (workaround for hacks)
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Utils::Hook::Set<int>(0x4FB501, PROTOCOL);
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173
src/Components/Modules/Threading.cpp
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173
src/Components/Modules/Threading.cpp
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@ -0,0 +1,173 @@
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#include <STDInclude.hpp>
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namespace Components
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{
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namespace FrameTime
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{
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void NetSleep(int mSec)
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{
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if (mSec < 0) mSec = 0;
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fd_set fdr;
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FD_ZERO(&fdr);
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auto highestFd = INVALID_SOCKET;
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if (*Game::ip_socket != INVALID_SOCKET)
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{
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FD_SET(*Game::ip_socket, &fdr);
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highestFd = *Game::ip_socket;
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}
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if (highestFd == INVALID_SOCKET)
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{
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// windows ain't happy when select is called without valid FDs
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std::this_thread::sleep_for(std::chrono::milliseconds(mSec));
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return;
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}
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timeval timeout;
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timeout.tv_sec = mSec / 1000;
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timeout.tv_usec = (mSec % 1000) * 1000;
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const auto retVal = ::select(highestFd + 1, &fdr, nullptr, nullptr, &timeout);
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if (retVal == SOCKET_ERROR)
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{
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Logger::Warning(Game::CON_CHANNEL_SYSTEM, "WinAPI: select failed: {}\n", Game::NET_ErrorString());
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}
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else if (retVal > 0)
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{
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if (Dedicated::IsRunning())
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{
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Game::Com_ServerPacketEvent();
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}
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else
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{
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Game::Com_ClientPacketEvent();
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}
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}
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}
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void SVFrameWaitFunc()
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{
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if (*Game::sv_timeResidual < 50)
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{
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NetSleep(50 - *Game::sv_timeResidual);
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}
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}
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void __declspec(naked) SVFrameWaitStub()
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{
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__asm
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{
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pushad
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call SVFrameWaitFunc
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popad
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push 4CD420h
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ret
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}
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}
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int ComTimeVal(int minMsec)
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{
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const auto timeVal = Game::Sys_Milliseconds() - *Game::com_frameTime;
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return (timeVal >= minMsec ? 0 : minMsec - timeVal);
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}
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int ComFrameWait(int minMsec)
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{
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do
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{
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const auto timeVal = ComTimeVal(minMsec);
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NetSleep(timeVal < 1 ? 0 : timeVal - 1);
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} while (ComTimeVal(minMsec));
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const auto lastTime = *Game::com_frameTime;
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Game::Com_EventLoop();
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*Game::com_frameTime = Game::Sys_Milliseconds();
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return *Game::com_frameTime - lastTime;
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}
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void __declspec(naked) ComFrameWaitStub()
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{
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__asm
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{
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push ecx
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pushad
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push edi
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call ComFrameWait
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add esp, 4
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mov [esp + 20h], eax
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popad
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pop eax
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mov ecx, eax
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mov edx, 1AD7934h // com_sv_running
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cmp byte ptr [edx + 10h], 0
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push 47DDC1h
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ret
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}
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}
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}
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__declspec(naked) void Threading::FrameEpilogueStub()
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{
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__asm
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{
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pop edi
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pop esi
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pop ebx
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mov esp, ebp
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pop ebp
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retn
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}
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}
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__declspec(naked) void Threading::PacketEventStub()
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{
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__asm
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{
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mov eax, 49F0B0h
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call eax
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mov eax, 458160h
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jmp eax
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}
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}
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Threading::Threading()
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{
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// remove starting of server thread from Com_Init_Try_Block_Function
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Utils::Hook::Nop(0x60BEC0, 5);
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// make server thread function jump to per-frame stuff
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Utils::Hook(0x627049, 0x6271CE, HOOK_JUMP).install()->quick();
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// make SV_WaitServer insta-return
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Utils::Hook::Set<std::uint8_t>(0x4256F0, 0xC3);
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// dvar setting function, unknown stuff related to server thread sync
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Utils::Hook::Set<std::uint8_t>(0x647781, 0xEB);
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Utils::Hook(0x627695, 0x627040, HOOK_CALL).install()->quick();
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Utils::Hook(0x43D1C7, PacketEventStub, HOOK_JUMP).install()->quick();
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Utils::Hook(0x6272E3, FrameEpilogueStub, HOOK_JUMP).install()->quick();
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// make VA thread safe
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Utils::Hook(0x4785B0, Utils::String::VA, HOOK_JUMP).install()->quick();
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if (Dedicated::IsEnabled())
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{
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Utils::Hook(0x4BAAAD, FrameTime::SVFrameWaitStub, HOOK_CALL).install()->quick();
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}
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else
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{
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Utils::Hook(0x47DD80, FrameTime::ComFrameWaitStub, HOOK_JUMP).install()->quick();
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}
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}
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}
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14
src/Components/Modules/Threading.hpp
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14
src/Components/Modules/Threading.hpp
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@ -0,0 +1,14 @@
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#pragma once
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namespace Components
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{
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class Threading : public Component
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{
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public:
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Threading();
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private:
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static void FrameEpilogueStub();
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static void PacketEventStub();
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};
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}
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@ -20,6 +20,7 @@ namespace Game
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SV_FindClientByAddress_t SV_FindClientByAddress = SV_FindClientByAddress_t(0x44F450);
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int* svs_time = reinterpret_cast<int*>(0x31D9384);
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int* sv_timeResidual = reinterpret_cast<int*>(0x2089E14);
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int* sv_serverId_value = reinterpret_cast<int*>(0x2089DC0);
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int* svs_clientCount = reinterpret_cast<int*>(0x31D938C);
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client_t* svs_clients = reinterpret_cast<client_t*>(0x31D9390);
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@ -53,6 +53,7 @@ namespace Game
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constexpr auto MAX_STATPACKETS = 7;
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extern int* svs_time;
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extern int* sv_timeResidual;
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extern int* sv_serverId_value;
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extern int* svs_clientCount;
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extern client_t* svs_clients;
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