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https://github.com/OpenFusionProject/OpenFusion.git
synced 2025-11-06 11:20:35 +00:00
Cleaned up whitespace.
Incantation: sed -i 's/[ \t]*$//g' src/*.[ch]pp Also switched BuddyManager from tabs to spaces using vim's :retab command.
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@@ -151,7 +151,7 @@ void ItemManager::itemMoveHandler(CNSocket* sock, CNPacketData* data) {
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// send equip event to other players
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PlayerManager::sendToViewable(sock, (void*)&equipChange, P_FE2CL_PC_EQUIP_CHANGE, sizeof(sP_FE2CL_PC_EQUIP_CHANGE));
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// set equipment stats serverside
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setItemStats(plr.plr);
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}
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@@ -159,7 +159,7 @@ void ItemManager::itemMoveHandler(CNSocket* sock, CNPacketData* data) {
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// send response
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resp.eTo = itemmove->eFrom;
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resp.eFrom = itemmove->eTo;
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sock->sendPacket((void*)&resp, P_FE2CL_PC_ITEM_MOVE_SUCC, sizeof(sP_FE2CL_PC_ITEM_MOVE_SUCC));
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}
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@@ -876,7 +876,7 @@ void ItemManager::checkItemExpire(CNSocket* sock, Player* player) {
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const size_t resplen = sizeof(sP_FE2CL_PC_DELETE_TIME_LIMIT_ITEM) + sizeof(sTimeLimitItemDeleteInfo2CL);
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assert(resplen < CN_PACKET_BUFFER_SIZE - 8);
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// we know it's only one trailing struct, so we can skip full validation
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uint8_t respbuf[resplen]; // not a variable length array, don't worry
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uint8_t respbuf[resplen]; // not a variable length array, don't worry
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sP_FE2CL_PC_DELETE_TIME_LIMIT_ITEM* packet = (sP_FE2CL_PC_DELETE_TIME_LIMIT_ITEM*)respbuf;
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sTimeLimitItemDeleteInfo2CL* itemData = (sTimeLimitItemDeleteInfo2CL*)(respbuf + sizeof(sP_FE2CL_PC_DELETE_TIME_LIMIT_ITEM));
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memset(respbuf, 0, resplen);
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@@ -885,7 +885,7 @@ void ItemManager::checkItemExpire(CNSocket* sock, Player* player) {
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itemData->eIL = player->toRemoveVehicle.eIL;
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itemData->iSlotNum = player->toRemoveVehicle.iSlotNum;
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sock->sendPacket((void*)&respbuf, P_FE2CL_PC_DELETE_TIME_LIMIT_ITEM, resplen);
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// delete serverside
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if (player->toRemoveVehicle.eIL == 0)
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memset(&player->Equip[8], 0, sizeof(sItemBase));
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@@ -910,7 +910,7 @@ void ItemManager::setItemStats(Player* plr) {
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plr->groupDamage += itemStatsDat->groupDamage;
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plr->defense += itemStatsDat->defense;
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}
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}
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}
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// HACK: work around the invisible weapon bug
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void ItemManager::updateEquips(CNSocket* sock, Player* plr) {
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@@ -920,7 +920,7 @@ void ItemManager::updateEquips(CNSocket* sock, Player* plr) {
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resp.iPC_ID = plr->iID;
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resp.iEquipSlotNum = i;
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resp.EquipSlotItem = plr->Equip[i];
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PlayerManager::sendToViewable(sock, (void*)&resp, P_FE2CL_PC_EQUIP_CHANGE, sizeof(sP_FE2CL_PC_EQUIP_CHANGE));
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}
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}
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}
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