Fixed cClientHandle::Tick() being called from two threads.
When the player was initialized, the Tick() function continued to stream chunk, while the cWorld called Tick() from its tick thread. Final fix for #187.
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@@ -79,7 +79,11 @@ public:
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inline bool IsLoggedIn(void) const { return (m_State >= csAuthenticating); }
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/// Called while the client is being ticked from the world via its cPlayer object
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void Tick(float a_Dt);
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/// Called while the client is being ticked from the cServer object
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void ServerTick(float a_Dt);
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void Destroy(void);
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