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NetPlayClient: Make is_connected private
This is only queried, there's no need to expose it for writing. Even if it was written to, a data member shouldn't be part of your public API unless its part of a dumb object or trivial struct.
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@ -291,7 +291,7 @@ void NetPlaySetupFrame::MakeNetPlayDiag(int port, const std::string &game, bool
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GetTraversalServer(netplay_section, ¢ralServer);
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netplay_client = new NetPlayClient(ip, (u16)port, npd, WxStrToStr(m_nickname_text->GetValue()), trav, centralServer, (u16) centralPort);
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if (netplay_client->is_connected)
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if (netplay_client->IsConnected())
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{
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npd->Show();
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Destroy();
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