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225515ec21
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1781ac6b03
@ -155,7 +155,7 @@ void PlayerManager::sendPlayerTo(CNSocket* sock, int X, int Y, int Z) {
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* Nanos the player hasn't unlocked will (and should) be greyed out. Thus, all nanos should be accounted
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* for in these packets, even if the player hasn't unlocked them.
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*/
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static void sendNanoBook(CNSocket *sock, Player *plr, bool resizeOnly) {
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static void sendNanoBookSubset(CNSocket *sock, Player *plr) {
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#ifdef ACADEMY
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int16_t id = 0;
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INITSTRUCT(sP_FE2CL_REP_NANO_BOOK_SUBSET, pkt);
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@ -163,13 +163,6 @@ static void sendNanoBook(CNSocket *sock, Player *plr, bool resizeOnly) {
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pkt.PCUID = plr->iID;
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pkt.bookSize = NANO_COUNT;
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if (resizeOnly) {
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// triggers nano array resizing without
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// actually sending nanos
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sock->sendPacket(pkt, P_FE2CL_REP_NANO_BOOK_SUBSET);
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return;
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}
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while (id < NANO_COUNT) {
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pkt.elementOffset = id;
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@ -299,14 +292,14 @@ static void enterPlayer(CNSocket* sock, CNPacketData* data) {
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sock->setFEKey(lm->FEKey);
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sock->setActiveKey(SOCKETKEY_FE); // send all packets using the FE key from now on
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// Academy builds receive nanos in a separate packet. An initial one with the size of the
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// nano book needs to be sent before PC_ENTER_SUCC so the client can resize its nano arrays,
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// and then proper packets with the nanos included must be sent after, while the game is loading.
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sendNanoBook(sock, plr, true);
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// Academy builds receive nanos in a separate packet. These need to be sent
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// before P_FE2CL_REP_PC_ENTER_SUCC as well as after
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// due to a race condition in the client :(
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sendNanoBookSubset(sock, plr);
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sock->sendPacket(response, P_FE2CL_REP_PC_ENTER_SUCC);
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sendNanoBook(sock, plr, false);
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sendNanoBookSubset(sock, plr);
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// transfer ownership of Player object into the shard (still valid in this function though)
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addPlayer(sock, plr);
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