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[General] Make ID_OBJECT_PLACE take effect only when sent back by server
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3 changed files with 25 additions and 0 deletions
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@ -25,6 +25,9 @@ namespace mwmp
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event.objectChanges.objects.at(i).mpNum = mwmp::Networking::getPtr()->getNextMpNum();
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event.objectChanges.objects.at(i).mpNum = mwmp::Networking::getPtr()->getNextMpNum();
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}
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}
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// Send this packet back to the original sender with the mpNum generation from above,
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// then send it to the other players
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packet.Send(false);
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packet.Send(true);
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packet.Send(true);
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Script::Call<Script::CallbackIdentity("OnObjectPlace")>(player.getId(), event.cell.getDescription().c_str());
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Script::Call<Script::CallbackIdentity("OnObjectPlace")>(player.getId(), event.cell.getDescription().c_str());
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@ -95,6 +95,17 @@ namespace MWGui
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End of tes3mp addition
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End of tes3mp addition
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*/
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*/
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/*
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Start of tes3mp change (major)
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Instead of actually keeping this object as is, delete it after sending the packet
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and wait for the server to send it back with the correct mpNum
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*/
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MWBase::Environment::get().getWorld()->deleteObject(dropped);
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/*
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End of tes3mp change (major)
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*/
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return dropped;
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return dropped;
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}
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}
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@ -581,6 +581,17 @@ namespace MWScript
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/*
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/*
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End of tes3mp addition
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End of tes3mp addition
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*/
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*/
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/*
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Start of tes3mp change (major)
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Instead of actually keeping this object as is, delete it after sending the packet
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and wait for the server to send it back with the correct mpNum
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*/
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MWBase::Environment::get().getWorld()->deleteObject(ptr);
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/*
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End of tes3mp change (major)
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*/
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}
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}
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}
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}
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};
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};
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