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Only send information to POSTLOADED player about other POSTLOADED ones
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cd798d5f23
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@ -714,13 +714,17 @@ void Networking::NewPlayer(RakNet::RakNetGUID guid)
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// If an invalid key makes it into the Players map, ignore it
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else if (pl->first == -1) continue;
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playerController->GetPacket(ID_GAME_BASE_INFO)->Send(pl->second, guid);
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playerController->GetPacket(ID_GAME_DYNAMICSTATS)->Send(pl->second, guid);
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playerController->GetPacket(ID_GAME_ATTRIBUTE)->Send(pl->second, guid);
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playerController->GetPacket(ID_GAME_SKILL)->Send(pl->second, guid);
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playerController->GetPacket(ID_GAME_POS)->Send(pl->second, guid);
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playerController->GetPacket(ID_GAME_CELL)->Send(pl->second, guid);
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playerController->GetPacket(ID_GAME_EQUIPMENT)->Send(pl->second, guid);
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// If we are iterating over a player who has inputted their name, proceed
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else if (pl->second->LoadedState() == Player::POSTLOADED)
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{
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playerController->GetPacket(ID_GAME_BASE_INFO)->Send(pl->second, guid);
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playerController->GetPacket(ID_GAME_DYNAMICSTATS)->Send(pl->second, guid);
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playerController->GetPacket(ID_GAME_ATTRIBUTE)->Send(pl->second, guid);
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playerController->GetPacket(ID_GAME_SKILL)->Send(pl->second, guid);
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playerController->GetPacket(ID_GAME_POS)->Send(pl->second, guid);
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playerController->GetPacket(ID_GAME_CELL)->Send(pl->second, guid);
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playerController->GetPacket(ID_GAME_EQUIPMENT)->Send(pl->second, guid);
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}
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}
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LOG_APPEND(Log::LOG_WARN, "%s", "- Done");
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