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- should fix the strange pause / unpause behaviour for joining in progress games
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@ -322,12 +322,14 @@ ConnectionSlot::ConnectionSlot(ServerInterface* serverInterface, int playerIndex
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this->gotLagCountWarning = false;
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this->lastReceiveCommandListTime = 0;
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this->receivedNetworkGameStatus = false;
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this->canAcceptConnections = true;
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this->startInGameConnectionLaunch = false;
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this->sentSavedGameInfo = false;
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this->unPauseForInGameConnection = false;
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this->skipLagCheck = false;
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this->joinGameInProgress = false;
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this->canAcceptConnections = true;
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this->startInGameConnectionLaunch = false;
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this->pauseForInGameConnection = false;
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this->unPauseForInGameConnection = false;
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this->sentSavedGameInfo = false;
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this->setSocket(NULL);
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this->slotThreadWorker = NULL;
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@ -1460,6 +1462,7 @@ void ConnectionSlot::close() {
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this->skipLagCheck = false;
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this->joinGameInProgress = false;
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this->sentSavedGameInfo = false;
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this->pauseForInGameConnection = false;
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this->unPauseForInGameConnection = false;
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this->ready= false;
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this->connectedTime = 0;
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@ -128,8 +128,6 @@ private:
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bool receivedNetworkGameStatus;
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time_t connectedTime;
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bool gotIntro;
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bool skipLagCheck;
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bool joinGameInProgress;
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Mutex *mutexCloseConnection;
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@ -146,6 +144,8 @@ private:
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int playerStatus;
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string playerLanguage;
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bool skipLagCheck;
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bool joinGameInProgress;
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bool canAcceptConnections;
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bool startInGameConnectionLaunch;
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bool pauseForInGameConnection;
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