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movement.go: added support for basic movement packets
you should be able to view other players and jump around together, although while testing locally one of the clients would always trigger the "Some irregularities have been found with your connection to the server, so your game will be closed" speed check for some reason ??? really not sure, might just be my machine chunking uhhh works ? kind of, not tested for more than a few seconds before one of the clients disconnects
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@@ -122,7 +122,7 @@ const (
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)
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func (db *DBHandler) readPlayer(rows *sql.Rows) (*entity.Player, error) {
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plr := entity.Player{ActiveNanoSlotNum: -1}
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plr := entity.Player{ActiveNanoSlotNum: 0}
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if err := rows.Scan(
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&plr.PlayerID, &plr.AccountID, &plr.Slot, &plr.PCStyle.SzFirstName, &plr.PCStyle.SzLastName,
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