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Simplify and improve.
Note - I removed a SleepCurrentThread(1) the patch added which seemed to be unrelated to the actual job at hand. If there was a real need for it (which sounds like it would be an enet-related bug - enet_host_service is supposed to *sleep*), that needs to be dealt with...
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@ -165,7 +165,7 @@ void FrameUpdate()
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s_bPolled = false;
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if (NetPlay::IsNetPlayRunning() && SConfig::GetInstance().m_NetplayDesyncCheck)
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if (NetPlay::IsNetPlayRunning())
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NetPlayClient::SendTimeBase();
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}
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