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Send Inventory packet on event, don't check it at each AsyncRunStep.
* Call UpdateCrafting into SendInventory because this functions is only called before SendInventory * Use Player* instead of peer_id for UpdateCrafting because SendInventory already has the Player* pointer, then don't loop for searching Player* per peer_id * m_env_mutex don't need to be used with this modification because it's already locked before the calls
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@@ -205,7 +205,6 @@ public:
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Inventory* getInventory();
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const Inventory* getInventory() const;
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InventoryLocation getInventoryLocation() const;
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void setInventoryModified();
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std::string getWieldList() const;
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int getWieldIndex() const;
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void setWieldIndex(int i);
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@@ -317,7 +316,6 @@ private:
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public:
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// Some flags used by Server
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bool m_moved;
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bool m_inventory_not_sent;
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float m_physics_override_speed;
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float m_physics_override_jump;
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