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Allow using NETbeginEncode()/NETend() with tmp queues.
Clients actually get a game full message instead of a host has dropped connection message. Don't double-pop NET_REJECTED messages when joining (which were sent to a random socket other than the joining client, anyway, due to being attempted to being sent to tmp queues). To reproduce, apply this patch to the host but not to the client. Hopefully fixes ticket:3245 and ticket:3300.
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