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We always know playerSAO when calling SendInventory. Using it instead of searching it via peer_id
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@@ -356,7 +356,7 @@ int ObjectRef::l_set_wielded_item(lua_State *L)
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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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getServer(L)->SendInventory(((PlayerSAO*)co));
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}
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lua_pushboolean(L, success);
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return 1;
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