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Removed server-side checksum of player profile
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@@ -1593,7 +1593,8 @@ void Client::Handle_Connect_OP_ZoneEntry(const EQApplicationPacket *app)
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m_pp.RestTimer = 0;
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/* This checksum should disappear once dynamic structs are in... each struct strategy will do it */ // looks to be in place now
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CRC32::SetEQChecksum((unsigned char*)&m_pp, sizeof(PlayerProfile_Struct) - sizeof(m_pp.m_player_profile_version) - 4);
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//CRC32::SetEQChecksum((unsigned char*)&m_pp, sizeof(PlayerProfile_Struct) - sizeof(m_pp.m_player_profile_version) - 4);
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// m_pp.checksum = 0; // All server out-bound player profile packets are now translated - no need to waste cycles calculating this...
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outapp = new EQApplicationPacket(OP_PlayerProfile, sizeof(PlayerProfile_Struct));
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