Server ignores UPDATE_INGAME messages if the game isn't running, server doesn't set any of the clients' lastRecvIDs above the ID of the latest chatMsg/event/etc (clients can't have received something the server hasn't sent yet)
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@@ -11,6 +11,11 @@ namespace Barotrauma.Networking
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{
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private List<ServerEntityEvent> events;
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public List<ServerEntityEvent> Events
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{
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get { return events; }
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}
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private UInt32 ID;
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private GameServer server;
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