Use array<> for team_kills
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@ -314,7 +314,7 @@ extern int Player_joining_extras;
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extern int Network_player_added;
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extern array<array<short, MAX_PLAYERS>, MAX_PLAYERS> kill_matrix;
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extern short team_kills[2];
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extern array<uint16_t, 2> team_kills;
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extern int multi_goto_secret;
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@ -144,7 +144,7 @@ int Network_message_reciever=-1;
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int sorted_kills[MAX_PLAYERS];
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array<array<short, MAX_PLAYERS>, MAX_PLAYERS> kill_matrix;
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int multi_goto_secret = 0;
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short team_kills[2];
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array<uint16_t, 2> team_kills;
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int multi_quit_game = 0;
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const char GMNames[MULTI_GAME_TYPE_COUNT][MULTI_GAME_NAME_LENGTH]={
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"Anarchy",
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@ -2084,8 +2084,7 @@ void net_udp_update_netgame(void)
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Netgame.player_flags[i] = (Players[i].flags & (PLAYER_FLAGS_BLUE_KEY | PLAYER_FLAGS_RED_KEY | PLAYER_FLAGS_GOLD_KEY));
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#endif
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}
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Netgame.team_kills[0] = team_kills[0];
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Netgame.team_kills[1] = team_kills[1];
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Netgame.team_kills = team_kills;
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Netgame.levelnum = Current_level_num;
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}
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@ -3475,9 +3474,7 @@ void net_udp_read_sync_packet( ubyte * data, int data_len, const _sockaddr &send
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Players[Player_num].time_level = Netgame.level_time;
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}
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team_kills[0] = Netgame.team_kills[0];
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team_kills[1] = Netgame.team_kills[1];
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team_kills = Netgame.team_kills;
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Players[Player_num].connected = CONNECT_PLAYING;
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Netgame.players[Player_num].connected = CONNECT_PLAYING;
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Netgame.players[Player_num].rank=GetMyNetRanking();
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