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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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@@ -374,9 +374,8 @@ public:
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void SendPlayerHPOrDie(u16 peer_id, bool die) { die ? DiePlayer(peer_id) : SendPlayerHP(peer_id); }
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void SendPlayerBreath(u16 peer_id);
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// Envlock and conlock should be locked when calling these
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void SendInventory(u16 peer_id);
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void SendMovePlayer(u16 peer_id);
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// Bind address
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Address m_bind_addr;
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@@ -402,7 +401,6 @@ private:
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void SendTimeOfDay(u16 peer_id, u16 time, f32 time_speed);
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void SendPlayerHP(u16 peer_id);
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void SendMovePlayer(u16 peer_id);
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void SendLocalPlayerAnimations(u16 peer_id, v2s32 animation_frames[4], f32 animation_speed);
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void SendEyeOffset(u16 peer_id, v3f first, v3f third);
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void SendPlayerPrivileges(u16 peer_id);
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