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engine: server: return NULL in SV_ClientBy{Id,Name} if client array isn't allocated
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@ -799,7 +799,7 @@ sv_client_t *SV_ClientById( int id )
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ASSERT( id >= 0 );
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ASSERT( id >= 0 );
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for( i = 0, cl = svs.clients; i < svgame.globals->maxClients; i++, cl++ )
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for( i = 0, cl = svs.clients; cl && i < svgame.globals->maxClients; i++, cl++ )
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{
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{
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if( !cl->state )
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if( !cl->state )
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continue;
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continue;
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@ -819,7 +819,7 @@ sv_client_t *SV_ClientByName( const char *name )
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if( !COM_CheckString( name ))
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if( !COM_CheckString( name ))
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return NULL;
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return NULL;
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for( i = 0, cl = svs.clients; i < svgame.globals->maxClients; i++, cl++ )
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for( i = 0, cl = svs.clients; cl && i < svgame.globals->maxClients; i++, cl++ )
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{
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{
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if( !cl->state )
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if( !cl->state )
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continue;
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continue;
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