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No need to unpack zero-length packet structs.
Also fixed formatting and added subheading to README.md.
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@ -96,6 +96,7 @@ It's what's called a landwalker; enough of the server has been implemented to al
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To make your landwalking experience more pleasant, you can make use of a few admin commands to get around easier:
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To make your landwalking experience more pleasant, you can make use of a few admin commands to get around easier:
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### Movement commands
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* A `/speed` of around 2400 or 3000 is nice.
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* A `/speed` of around 2400 or 3000 is nice.
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* A `/jump` of about 50 will send you soaring
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* A `/jump` of about 50 will send you soaring
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* [This map](res/dong_number_map.png) (credit to Danny O) is useful for `/warp` coordinates.
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* [This map](res/dong_number_map.png) (credit to Danny O) is useful for `/warp` coordinates.
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@ -590,7 +590,6 @@ void PlayerManager::revivePlayer(CNSocket* sock, CNPacketData* data) {
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}
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}
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void PlayerManager::enterPlayerVehicle(CNSocket* sock, CNPacketData* data) {
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void PlayerManager::enterPlayerVehicle(CNSocket* sock, CNPacketData* data) {
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sP_CL2FE_REQ_PC_VEHICLE_ON* vehicleData = (sP_CL2FE_REQ_PC_VEHICLE_ON*)data->buf;
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INITSTRUCT(sP_FE2CL_PC_VEHICLE_ON_SUCC, response);
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INITSTRUCT(sP_FE2CL_PC_VEHICLE_ON_SUCC, response);
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PlayerView plrv = PlayerManager::players[sock];
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PlayerView plrv = PlayerManager::players[sock];
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@ -608,7 +607,6 @@ void PlayerManager::enterPlayerVehicle(CNSocket* sock, CNPacketData* data) {
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}
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}
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void PlayerManager::exitPlayerVehicle(CNSocket* sock, CNPacketData* data) {
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void PlayerManager::exitPlayerVehicle(CNSocket* sock, CNPacketData* data) {
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sP_CL2FE_REQ_PC_VEHICLE_OFF* vehicleData = (sP_CL2FE_REQ_PC_VEHICLE_OFF*)data->buf;
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INITSTRUCT(sP_FE2CL_PC_VEHICLE_OFF_SUCC, response);
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INITSTRUCT(sP_FE2CL_PC_VEHICLE_OFF_SUCC, response);
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PlayerView plrv = PlayerManager::players[sock];
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PlayerView plrv = PlayerManager::players[sock];
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