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Band-aid the memory leak. (#277)
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@@ -100,7 +100,7 @@ namespace SS14.Client.State.States
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private Sprite _lightTargetIntermediateSprite;
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private Sprite _lightTargetSprite;
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private bool bPlayerVision = true;
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private bool bPlayerVision = false;
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private bool bFullVision = false;
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private bool debugWallOccluders = false;
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private bool debugPlayerShadowMap = false;
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@@ -172,7 +172,7 @@ namespace SS14.Client.State.States
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// TODO This should go somewhere else, there should be explicit session setup and teardown at some point.
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var message1 = NetworkManager.Peer.CreateMessage();
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message1.Write((byte) NetMessages.ClientName);
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message1.Write((byte)NetMessages.ClientName);
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message1.Write(ConfigurationManager.GetCVar<string>("player.name"));
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NetworkManager.ClientSendMessage(message1, NetDeliveryMethod.ReliableOrdered);
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