m_aCheckInfo
was decremented every frame whereas it was intended to be decremented every tick. As m_aCheckInfo
is set to Client()->GameTickSpeed()
after sending the info, it's likely that this was intended as one second delay. With debug messages is can be confirmed that the change info message was previously resent more than 10 times per second with high FPS on a local server.
Also fix the info resending delay not being ...