mirror of
https://github.com/OpenFusionProject/OpenFusion.git
synced 2025-11-06 03:10:22 +00:00
Removed redundant checks for a nullptr from PlayerManager::getPlayer()
These were written in desparation and never should have been there in the first place.
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@@ -120,9 +120,6 @@ void NPCManager::npcVendorBuy(CNSocket* sock, CNPacketData* data) {
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sP_CL2FE_REQ_PC_VENDOR_ITEM_BUY* req = (sP_CL2FE_REQ_PC_VENDOR_ITEM_BUY*)data->buf;
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Player *plr = PlayerManager::getPlayer(sock);
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if (plr == nullptr)
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return;
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Item* item = ItemManager::getItemData(req->Item.iID, req->Item.iType);
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if (item == nullptr) {
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@@ -172,9 +169,6 @@ void NPCManager::npcVendorSell(CNSocket* sock, CNPacketData* data) {
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sP_CL2FE_REQ_PC_VENDOR_ITEM_SELL* req = (sP_CL2FE_REQ_PC_VENDOR_ITEM_SELL*)data->buf;
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Player* plr = PlayerManager::getPlayer(sock);
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if (plr == nullptr)
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return;
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if (req->iInvenSlotNum < 0 || req->iInvenSlotNum >= AINVEN_COUNT || req->iItemCnt < 0) {
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std::cout << "[WARN] Client failed to sell item in slot " << req->iInvenSlotNum << std::endl;
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INITSTRUCT(sP_FE2CL_REP_PC_VENDOR_ITEM_SELL_FAIL, failResp);
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@@ -231,9 +225,6 @@ void NPCManager::npcVendorBuyback(CNSocket* sock, CNPacketData* data) {
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sP_CL2FE_REQ_PC_VENDOR_ITEM_RESTORE_BUY* req = (sP_CL2FE_REQ_PC_VENDOR_ITEM_RESTORE_BUY*)data->buf;
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Player* plr = PlayerManager::getPlayer(sock);
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if (plr == nullptr)
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return;
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Item* item = ItemManager::getItemData(req->Item.iID, req->Item.iType);
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if (item == nullptr) {
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@@ -325,9 +316,6 @@ void NPCManager::npcVendorBuyBattery(CNSocket* sock, CNPacketData* data) {
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sP_CL2FE_REQ_PC_VENDOR_BATTERY_BUY* req = (sP_CL2FE_REQ_PC_VENDOR_BATTERY_BUY*)data->buf;
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Player* plr = PlayerManager::getPlayer(sock);
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if (plr == nullptr)
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return;
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int cost = req->Item.iOpt * 100;
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if ((req->Item.iID == 3 ? (plr->batteryW >= 9999) : (plr->batteryN >= 9999)) || plr->money < cost) { // sanity check
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INITSTRUCT(sP_FE2CL_REP_PC_VENDOR_BATTERY_BUY_FAIL, failResp);
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@@ -364,9 +352,6 @@ void NPCManager::npcCombineItems(CNSocket* sock, CNPacketData* data) {
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sP_CL2FE_REQ_PC_ITEM_COMBINATION* req = (sP_CL2FE_REQ_PC_ITEM_COMBINATION*)data->buf;
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Player* plr = PlayerManager::getPlayer(sock);
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if (plr == nullptr)
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return;
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if (req->iCostumeItemSlot < 0 || req->iCostumeItemSlot >= AINVEN_COUNT || req->iStatItemSlot < 0 || req->iStatItemSlot >= AINVEN_COUNT) { // sanity check 1
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INITSTRUCT(sP_FE2CL_REP_PC_ITEM_COMBINATION_FAIL, failResp);
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failResp.iCostumeItemSlot = req->iCostumeItemSlot;
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@@ -454,7 +439,7 @@ void NPCManager::npcUnsummonHandler(CNSocket* sock, CNPacketData* data) {
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Player* plr = PlayerManager::getPlayer(sock);
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if (plr == nullptr || plr->accountLevel > 30)
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if (plr->accountLevel > 30)
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return;
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sP_CL2FE_REQ_NPC_UNSUMMON* req = (sP_CL2FE_REQ_NPC_UNSUMMON*)data->buf;
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@@ -469,7 +454,7 @@ void NPCManager::npcSummonHandler(CNSocket* sock, CNPacketData* data) {
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Player* plr = PlayerManager::getPlayer(sock);
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// permission & sanity check
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if (plr == nullptr || plr->accountLevel > 30 || req->iNPCType >= 3314 || req->iNPCCnt > 100)
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if (plr->accountLevel > 30 || req->iNPCType >= 3314 || req->iNPCCnt > 100)
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return;
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int team = NPCData[req->iNPCType]["m_iTeam"];
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