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Breath cheat fix: server side
Breath is now handled server side. Changing this behaviour required some modifications to core: * Ignore TOSERVER_BREATH package, marking it as obsolete * Clients doesn't send the breath to server anymore * Use PlayerSAO pointer instead of peer_id in Server::SendPlayerBreath to prevent a useless lookup (little perf gain) * drop a useless static_cast in emergePlayer
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13 changed files with 107 additions and 113 deletions
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@ -49,7 +49,7 @@ void TestPlayer::testSave(IGameDef *gamedef)
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PlayerSAO sao(NULL, 1, false);
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sao.initialize(&rplayer, std::set<std::string>());
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rplayer.setPlayerSAO(&sao);
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sao.setBreath(10);
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sao.setBreath(10, false);
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sao.setHPRaw(8);
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sao.setYaw(0.1f);
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sao.setPitch(0.6f);
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@ -64,7 +64,7 @@ void TestPlayer::testLoad(IGameDef *gamedef)
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PlayerSAO sao(NULL, 1, false);
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sao.initialize(&rplayer, std::set<std::string>());
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rplayer.setPlayerSAO(&sao);
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sao.setBreath(10);
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sao.setBreath(10, false);
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sao.setHPRaw(8);
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sao.setYaw(0.1f);
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sao.setPitch(0.6f);
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