Don't propagate locked spawns when changing slots.
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@@ -146,6 +146,11 @@ namespace OpenRA.Mods.Common.Server
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if (slot.Closed || server.LobbyInfo.ClientInSlot(s) != null)
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return false;
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// If the previous slot had a locked spawn then we must not carry that to the new slot
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var oldSlot = client.Slot != null ? server.LobbyInfo.Slots[client.Slot] : null;
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if (oldSlot != null && oldSlot.LockSpawn)
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client.SpawnPoint = 0;
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client.Slot = s;
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S.SyncClientToPlayerReference(client, server.MapPlayers.Players[s]);
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