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avoid frags caused by dead player aborting
When a player aborted a game after their last life their client would send an asynchronous message letting other players knowing they are out. But this could sometimes result in a race condition where other players wouldn't be able to handle the abort keystroke which allows it to clean up and set the `isOut` flag. The result of this was that the aborted player would be counted by some players and not others which messed up the fragmentation checksum.
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