bool HLTVServerWrapperManager::OnHLTVBotNetChanSendNetMsg(INetMessage &msg, bool bForceReliable, bool bVoice)
{
	// No need to worry about the right selected hltvserver, because there can only be one.
	IClient *pClient = iserver->GetClient(hltvserver->GetHLTVServer()->GetHLTVSlot());
	if (!pClient)
		RETURN_META_VALUE(MRES_SUPERCEDE, false);

	// Let the message flow through the intended path like CGameClient::SendNetMsg wants to.
	bool bRetSent = pClient->SendNetMsg(msg, bForceReliable);

	// It's important to supercede, because there is no original function to call.
	// (the "vtable" was empty before hooking it)
	// See FakeNetChan variable at the top.
	RETURN_META_VALUE(MRES_SUPERCEDE, bRetSent);
}