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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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@@ -355,6 +355,9 @@ int ObjectRef::l_set_wielded_item(lua_State *L)
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// Do it
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ItemStack item = read_item(L, 2, getServer(L));
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bool success = co->setWieldedItem(item);
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if (success && co->getType() == ACTIVEOBJECT_TYPE_PLAYER) {
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getServer(L)->SendInventory(((PlayerSAO*)co)->getPeerID());
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}
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lua_pushboolean(L, success);
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return 1;
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}
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