change exploit order check to cope with PlayerId not matching ClientId, because it doesnt.
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@@ -19,8 +19,11 @@ namespace OpenRA.Network
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public static void ProcessOrder( World world, int clientId, Order order )
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{
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// Drop exploiting orders
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if (order.Subject != null && order.Subject.Owner != world.players[clientId])
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if (order.Subject != null && order.Subject.Owner.ClientIndex != clientId)
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{
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Game.Debug("Detected exploit order from {0}: {1}".F(clientId, order.OrderString));
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return;
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}
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switch( order.OrderString )
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{
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