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fix bug where _baseIsReady was always false in client 1 until client 2 joined
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@ -73,7 +73,7 @@ namespace QSB.Syncs
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public PlayerInfo Player => QSBPlayerManager.GetPlayer(PlayerId);
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private bool _baseIsReady => QSBPlayerManager.PlayerExists(PlayerId)
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&& Player != null
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&& Player.IsReady
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// && Player.IsReady
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&& NetId.Value != uint.MaxValue
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&& NetId.Value != 0U
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&& WorldObjectManager.AllAdded;
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