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Send Breath packet on event, don't check it at each AsyncRunStep
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@@ -922,7 +922,7 @@ void Server::handleCommand_Breath(NetworkPacket* pkt)
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}
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playersao->setBreath(breath);
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m_script->player_event(playersao,"breath_changed");
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SendPlayerBreath(pkt->getPeerId());
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}
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void Server::handleCommand_Password(NetworkPacket* pkt)
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