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Fix VSync not applying properly at startup in C client
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@ -416,6 +416,7 @@ void Game_Load(void) {
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IGameComponent comp;
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Gfx_Init();
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Gfx_SetVSync(true);
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Gfx_MakeApiInfo();
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Drawer2D_Init();
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@ -403,7 +403,7 @@ static void Classic_LevelInit(Stream* stream) {
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if (cpe_fastMap) {
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mapVolume = Stream_ReadI32_BE(stream);
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gzHeader.Done = true;
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mapSizeIndex = 4;
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mapSizeIndex = sizeof(UInt32);
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map = Platform_MemAlloc(mapVolume, sizeof(BlockID));
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if (map == NULL) ErrorHandler_Fail("Failed to allocate memory for map");
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}
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@ -424,14 +424,14 @@ static void Classic_LevelDataChunk(Stream* stream) {
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if (!gzHeader.Done) { GZipHeader_Read(&mapPartStream, &gzHeader); }
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if (gzHeader.Done) {
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if (mapSizeIndex < 4) {
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if (mapSizeIndex < sizeof(UInt32)) {
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UInt8* src = mapSize + mapSizeIndex;
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UInt32 count = 4 - mapSizeIndex, modified = 0;
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UInt32 count = sizeof(UInt32) - mapSizeIndex, modified = 0;
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mapInflateStream.Read(&mapInflateStream, src, count, &modified);
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mapSizeIndex += modified;
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}
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if (mapSizeIndex == 4) {
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if (mapSizeIndex == sizeof(UInt32)) {
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if (map == NULL) {
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mapVolume = (mapSize[0] << 24) | (mapSize[1] << 16) | (mapSize[2] << 8) | mapSize[3];
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map = Platform_MemAlloc(mapVolume, sizeof(BlockID));
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