Make Unsynced reset and reordered registers
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@ -20,10 +20,10 @@ namespace NeonTea.Quakeball.Networking {
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RegisterPacket(typeof(HelloPckt));
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RegisterPacket(typeof(SpawnPckt));
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RegisterPacket(typeof(SelfIdentPckt));
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RegisterPacket(typeof(MultiplePlayerUpdatesPckt));
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RegisterPacket(typeof(PlayerUpdatePckt));
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RegisterPacket(typeof(PlayerJumpPckt));
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RegisterPacket(typeof(PlayerSyncPacket));
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RegisterPacket(typeof(MultiplePlayerUpdatesPckt));
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RegisterPacket(typeof(MultipleSyncsPckt));
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}
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@ -48,7 +48,9 @@ namespace NeonTea.Quakeball.Networking.Packets {
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if (p.Controlled == null) {
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continue;
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}
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Syncs.Add(p.Controlled.CreateSyncPacket(p.Id, p.Unsynced));
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PlayerSyncPacket pckt = p.Controlled.CreateSyncPacket(p.Id, p.Unsynced);
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p.Unsynced = false;
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Syncs.Add(pckt);
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}
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}
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