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Send Position packet on event, don't check it at each AsyncRunStep.
* This permit to cleanup the player checking loop
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@@ -579,10 +579,10 @@ void Server::handleCommand_PlayerPos(NetworkPacket* pkt)
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player->control.LMB = (keyPressed & 128);
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player->control.RMB = (keyPressed & 256);
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bool cheated = playersao->checkMovementCheat();
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if (cheated) {
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if (playersao->checkMovementCheat()) {
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// Call callbacks
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m_script->on_cheat(playersao, "moved_too_fast");
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SendMovePlayer(pkt->getPeerId());
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}
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}
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