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added sanity check to exitGame()
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@ -86,6 +86,7 @@ void NanoManager::nanoSkillUseHandler(CNSocket* sock, CNPacketData* data) {
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resp->iNanoStamina = 150; // Hardcoded for now
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resp->iNanoStamina = 150; // Hardcoded for now
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sock->sendPacket(new CNPacketData((void*)resp, P_FE2CL_NANO_SKILL_USE_SUCC, sizeof(sP_FE2CL_NANO_SKILL_USE_SUCC), sock->getFEKey()));
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sock->sendPacket(new CNPacketData((void*)resp, P_FE2CL_NANO_SKILL_USE_SUCC, sizeof(sP_FE2CL_NANO_SKILL_USE_SUCC), sock->getFEKey()));
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DEBUGLOG(
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DEBUGLOG(
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std::cout << U16toU8(plr.plr.PCStyle.szFirstName) << U16toU8(plr.plr.PCStyle.szLastName) << " requested to summon nano skill " << std::endl;
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std::cout << U16toU8(plr.plr.PCStyle.szFirstName) << U16toU8(plr.plr.PCStyle.szLastName) << " requested to summon nano skill " << std::endl;
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)
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)
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@ -553,6 +553,9 @@ void PlayerManager::heartbeatPlayer(CNSocket* sock, CNPacketData* data) {
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}
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}
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void PlayerManager::exitGame(CNSocket* sock, CNPacketData* data) {
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void PlayerManager::exitGame(CNSocket* sock, CNPacketData* data) {
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if (data->size != sizeof(sP_CL2FE_REQ_PC_EXIT))
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return;
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sP_CL2FE_REQ_PC_EXIT* exitData = (sP_CL2FE_REQ_PC_EXIT*)data->buf;
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sP_CL2FE_REQ_PC_EXIT* exitData = (sP_CL2FE_REQ_PC_EXIT*)data->buf;
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sP_FE2CL_REP_PC_EXIT_SUCC* response = (sP_FE2CL_REP_PC_EXIT_SUCC*)xmalloc(sizeof(sP_FE2CL_REP_PC_EXIT_SUCC));
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sP_FE2CL_REP_PC_EXIT_SUCC* response = (sP_FE2CL_REP_PC_EXIT_SUCC*)xmalloc(sizeof(sP_FE2CL_REP_PC_EXIT_SUCC));
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