Removed server-side checksum of player profile

This commit is contained in:
Uleat
2019-01-24 04:26:14 -05:00
parent 4658ad676f
commit 2f3cd45c4a
3 changed files with 6 additions and 4 deletions
+2 -1
View File
@@ -1593,7 +1593,8 @@ void Client::Handle_Connect_OP_ZoneEntry(const EQApplicationPacket *app)
m_pp.RestTimer = 0;
/* This checksum should disappear once dynamic structs are in... each struct strategy will do it */ // looks to be in place now
CRC32::SetEQChecksum((unsigned char*)&m_pp, sizeof(PlayerProfile_Struct) - sizeof(m_pp.m_player_profile_version) - 4);
//CRC32::SetEQChecksum((unsigned char*)&m_pp, sizeof(PlayerProfile_Struct) - sizeof(m_pp.m_player_profile_version) - 4);
// m_pp.checksum = 0; // All server out-bound player profile packets are now translated - no need to waste cycles calculating this...
outapp = new EQApplicationPacket(OP_PlayerProfile, sizeof(PlayerProfile_Struct));