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refactor: type the IGameServices payload as a variant instead of void*
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@@ -881,7 +881,7 @@ int CGameNetworkManager::ChangeSessionTypeThreadProc(void* lpParam) {
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std::this_thread::sleep_for(std::chrono::milliseconds(10));
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}
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app.SetXuiServerAction(PlatformProfile.GetPrimaryPad(),
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eXuiServerAction_PauseServer, (void*)true);
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eXuiServerAction_PauseServer, true);
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// wait for the server to be in a non-ticking state
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pServer->m_serverPausedEvent->waitForSignal(C4JThread::kInfiniteTimeout);
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@@ -1009,7 +1009,7 @@ int CGameNetworkManager::ChangeSessionTypeThreadProc(void* lpParam) {
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// Start the game again
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app.SetGameStarted(true);
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app.SetXuiServerAction(PlatformProfile.GetPrimaryPad(),
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eXuiServerAction_PauseServer, (void*)false);
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eXuiServerAction_PauseServer, false);
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app.SetChangingSessionType(false);
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app.SetReallyChangingSessionType(false);
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