Fixed conditions so positional data are not sent before the level is loaded.
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@ -4890,6 +4890,8 @@ void net_udp_send_pdata()
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return;
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if (Players[Player_num].connected != CONNECT_PLAYING)
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return;
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if ( !( Network_status == NETSTAT_PLAYING || Network_status == NETSTAT_ENDLEVEL ) )
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return;
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memset(&buf, 0, sizeof(UDP_frame_info));
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@ -4931,7 +4933,7 @@ void net_udp_process_pdata(const uint8_t *data, uint_fast32_t data_len, const _s
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UDP_frame_info pd;
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int len = 0;
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if ( !( Game_mode & GM_NETWORK && ( Network_status == NETSTAT_PLAYING || Network_status == NETSTAT_ENDLEVEL || Network_status==NETSTAT_WAITING ) ) )
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if ( !( Game_mode & GM_NETWORK && ( Network_status == NETSTAT_PLAYING || Network_status == NETSTAT_ENDLEVEL ) ) )
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return;
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len++;
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