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Dynamically allocate the Player struct in PlayerView.
This way we're not always passing it around by value. Note that the Player structs in CNSharedData are still pass-by-reference. Will probably change this later.
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@@ -18,7 +18,7 @@ void ChatManager::chatHandler(CNSocket* sock, CNPacketData* data) {
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// send to client
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INITSTRUCT(sP_FE2CL_REP_SEND_FREECHAT_MESSAGE_SUCC, resp);
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memcpy(resp.szFreeChat, chat->szFreeChat, sizeof(chat->szFreeChat));
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resp.iPC_ID = plr.plr.iID;
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resp.iPC_ID = plr.plr->iID;
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resp.iEmoteCode = chat->iEmoteCode;
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sock->sendPacket((void*)&resp, P_FE2CL_REP_SEND_FREECHAT_MESSAGE_SUCC, sizeof(sP_FE2CL_REP_SEND_FREECHAT_MESSAGE_SUCC));
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@@ -36,7 +36,7 @@ void ChatManager::menuChatHandler(CNSocket* sock, CNPacketData* data) {
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// send to client
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INITSTRUCT(sP_FE2CL_REP_SEND_MENUCHAT_MESSAGE_SUCC, resp);
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memcpy(resp.szFreeChat, chat->szFreeChat, sizeof(chat->szFreeChat));
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resp.iPC_ID = PlayerManager::players[sock].plr.iID;
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resp.iPC_ID = PlayerManager::players[sock].plr->iID;
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resp.iEmoteCode = chat->iEmoteCode;
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sock->sendPacket((void*)&resp, P_FE2CL_REP_SEND_MENUCHAT_MESSAGE_SUCC, sizeof(sP_FE2CL_REP_SEND_MENUCHAT_MESSAGE_SUCC));
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@@ -57,7 +57,7 @@ void ChatManager::emoteHandler(CNSocket* sock, CNPacketData* data) {
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// send to client
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INITSTRUCT(sP_FE2CL_REP_PC_AVATAR_EMOTES_CHAT, resp);
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resp.iEmoteCode = emote->iEmoteCode;
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resp.iID_From = plr.plr.iID;
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resp.iID_From = plr.plr->iID;
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sock->sendPacket((void*)&resp, P_FE2CL_REP_PC_AVATAR_EMOTES_CHAT, sizeof(sP_FE2CL_REP_PC_AVATAR_EMOTES_CHAT));
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// send to visible players (players within render distance)
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