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engine: client: print enabled features after server connect if it's not a local game
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@ -906,6 +906,9 @@ void CL_ParseServerData( sizebuf_t *msg, qboolean legacy )
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host.features = (uint)MSG_ReadLong( msg );
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host.features = (uint)MSG_ReadLong( msg );
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host.features &= legacy ? ENGINE_LEGACY_FEATURES_MASK : ENGINE_FEATURES_MASK;
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host.features &= legacy ? ENGINE_LEGACY_FEATURES_MASK : ENGINE_FEATURES_MASK;
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if( !Host_IsLocalGame( ))
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Host_PrintEngineFeatures();
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if( !legacy )
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if( !legacy )
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{
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{
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// receive the player hulls
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// receive the player hulls
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