Fixed crash in Client::parsePlayerDamage.
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@@ -437,11 +437,12 @@ void Client::parsePlayerDamage(Packet& packet)
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{
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Events::PlayerDamage e;
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PlayerID victimID = packet.ReadPrimitive<EntityID>();
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if(!serverClientMapsHasEntity(victimID)){
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PlayerID inflictorID = packet.ReadPrimitive<EntityID>();
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if(!serverClientMapsHasEntity(victimID) || !serverClientMapsHasEntity(inflictorID)){
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return;
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}
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e.Inflictor = EntityWrapper(m_World, m_ServerIDToClientID.at(victimID));
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e.Victim = EntityWrapper(m_World, m_ServerIDToClientID.at(packet.ReadPrimitive<EntityID>()));
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e.Victim = EntityWrapper(m_World, m_ServerIDToClientID.at(inflictorID));
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e.Damage = packet.ReadPrimitive<double>();
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// Don't rebroadcast our own player damage events or we'll have an infinite loop!
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if (e.Inflictor != m_LocalPlayer) {
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@@ -84,7 +84,6 @@ void Server::Update()
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if (isReadingData) {
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Network::Update();
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}
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}
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void Server::parseMessageType(Packet& packet)
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