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Set the remote's address when initiating a direct UDP connection.
Without this, status change callbacks would always have an invalid remote address if we were the one who initiated the connection.
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@@ -734,6 +734,9 @@ bool CSteamNetworkConnectionUDP::BInitConnect( const SteamNetworkingIPAddr &addr
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Assert( m_identityRemote.IsInvalid() );
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m_identityRemote.Clear();
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// We just opened a socket aiming at this address, so we know what the remote addr will be.
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m_netAdrRemote = netadrRemote;
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// We should know our own identity, unless the app has said it's OK to go without this.
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if ( m_identityLocal.IsInvalid() ) // Specific identity hasn't already been set (by derived class, etc)
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{
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