Fixed multiple player spawn broadcasts.
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@ -270,9 +270,6 @@ void cClientHandle::Authenticate(void)
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m_Player->Initialize(World);
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m_State = csAuthenticated;
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// Broadcast this player's spawning to all other players in the same chunk
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m_Player->GetWorld()->BroadcastSpawnEntity(*m_Player, this);
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cRoot::Get()->GetPluginManager()->CallHookPlayerSpawned(*m_Player);
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}
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