Prevent SV_DropClient() from being called recursively if the client is dropped by a kick or timeout and has too many reliable commands
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@@ -659,6 +659,16 @@ void SV_DropClient( client_t *drop, const char *reason ) {
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// Free all allocated data on the client structure
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SV_FreeClient(drop);
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// Reset the reliable sequence to the currently acknowledged command
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// This prevents SV_AddServerCommand() from making another recursive call to SV_DropClient()
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// if the client lacks sufficient space for another reliable command
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// it also guarantees that the client receives both the print and disconnect commands
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drop->reliableSequence = drop->reliableAcknowledge;
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// Setting the gamestate message number to -1 ensures that SV_AddServerCommand()
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// will not call SV_DropClient() again, even though it is unlikely the client
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// will receive many server commands during the drop
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drop->gamestateMessageNum = -1;
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// tell everyone why they got dropped
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SV_SendServerCommand( NULL, "print \"%s" S_COLOR_WHITE " %s\n\"", drop->name, reason );
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