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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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@@ -627,9 +627,6 @@ void PlayerManager::setSpecialPlayer(CNSocket* sock, CNPacketData* data) {
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sP_CL2FE_GM_REQ_PC_SET_VALUE* setData = (sP_CL2FE_GM_REQ_PC_SET_VALUE*)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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INITSTRUCT(sP_FE2CL_GM_REP_PC_SET_VALUE, response);
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DEBUGLOG(
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@@ -696,9 +693,6 @@ void PlayerManager::revivePlayer(CNSocket* sock, CNPacketData* data) {
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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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WarpLocation* target = PlayerManager::getRespawnPoint(plr);
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sP_CL2FE_REQ_PC_REGEN* reviveData = (sP_CL2FE_REQ_PC_REGEN*)data->buf;
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@@ -934,9 +928,6 @@ void PlayerManager::setSpecialState(CNSocket* sock, CNPacketData* data) {
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Player *plr = getPlayer(sock);
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if (plr == nullptr)
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return;
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sP_CL2FE_GM_REQ_PC_SPECIAL_STATE_SWITCH* setData = (sP_CL2FE_GM_REQ_PC_SPECIAL_STATE_SWITCH*)data->buf;
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// HACK: work around the invisible weapon bug
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