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Network cleanup.
Send the "client has rejoined" message after the synchronization finished instead of right after the loading screen. Patch by echotangoecho, refs #1949, #1950. This was SVN commit r18203.
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@@ -458,13 +458,6 @@ void SendNetworkReady(ScriptInterface::CxPrivate* UNUSED(pCxPrivate), int messag
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g_NetClient->SendReadyMessage(message);
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}
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void SendNetworkRejoined(ScriptInterface::CxPrivate* UNUSED(pCxPrivate))
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{
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ENSURE(g_NetClient);
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g_NetClient->SendRejoinedMessage();
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}
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JS::Value GetAIs(ScriptInterface::CxPrivate* pCxPrivate)
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{
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return ICmpAIManager::GetAIs(*(pCxPrivate->pScriptInterface));
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@@ -1052,7 +1045,6 @@ void GuiScriptingInit(ScriptInterface& scriptInterface)
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scriptInterface.RegisterFunction<void, &ClearAllPlayerReady>("ClearAllPlayerReady");
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scriptInterface.RegisterFunction<void, std::wstring, &SendNetworkChat>("SendNetworkChat");
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scriptInterface.RegisterFunction<void, int, &SendNetworkReady>("SendNetworkReady");
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scriptInterface.RegisterFunction<void, &SendNetworkRejoined>("SendNetworkRejoined");
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scriptInterface.RegisterFunction<JS::Value, &GetAIs>("GetAIs");
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scriptInterface.RegisterFunction<JS::Value, &GetEngineInfo>("GetEngineInfo");
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