GAME_CHECK_DROID shouldn't do anything, unless the game is out of synch, now. And should print, if the droid isn't in _exactly_ the same place on all screens.
GAME_BUILD should fix the structure ID of the structure being built. GAME_BUILD and GAME_BUILDFINISHED shouldn't do anything other than that, unless the game is out of synch, now.
Remove bMultiPlayer and turnOffMultiMsg() hacks, cleaning up any duplicate or dead code on the way.
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* src/structure.c: *
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structPlaceDroid now sets ppsDroid to NULL. Check that that's ok with cbNewDroid. Since cbNewDroid is only called when the factory runs out of things to build, not every time a new droid is built, it smells like a giant hack, and maybe the droid can just be set to NULL.
Clean up structPlaceDroid. After which, the GAME_SECONDARY_ALL message type will be unused, and should be removed...