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Client synchronization improvements
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@@ -30,7 +30,7 @@ static bool playerHasBuddyWithID(Player* plr, int buddyID) {
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#pragma endregion
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// Refresh buddy list
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void Buddies::refreshBuddyList(CNSocket* sock) {
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void Buddies::sendBuddyList(CNSocket* sock) {
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Player* plr = PlayerManager::getPlayer(sock);
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int buddyCnt = Database::getNumBuddies(plr);
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@@ -277,15 +277,6 @@ static void reqFindNameBuddyAccept(CNSocket* sock, CNPacketData* data) {
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// Getting buddy state
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static void reqPktGetBuddyState(CNSocket* sock, CNPacketData* data) {
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Player* plr = PlayerManager::getPlayer(sock);
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/*
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* If the buddy list wasn't synced a second time yet, sync it.
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* Not sure why we have to do it again for the client not to trip up.
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*/
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if (!plr->buddiesSynced) {
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refreshBuddyList(sock);
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plr->buddiesSynced = true;
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}
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INITSTRUCT(sP_FE2CL_REP_GET_BUDDY_STATE_SUCC, resp);
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