Fixed segfault that happend when you'd exit the ingame-state.
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@@ -87,10 +87,10 @@ void game_session_init_default_settings(bool is_singleplayer, Game_Session_Setti
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static void game_session_tick(Game_Session *session) {
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// Update input.
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for(uint16_t i = 0; i < session->settings.max_players; i++) {
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Game_Session_Player *session_player = &session->players[i];
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Game_Session_Player *session_player = &session->players[i];
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{ // Check if any players have joined/disconnected by comparing against the previous session_player.
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Game_Session_Player *session_player_prev = &session->players_prev[i];
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Game_Session_Player *session_player_prev = &session->players_prev[i];
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bool was_active = session_player_prev->active;
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bool is_active = session_player->active;
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