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Possible fix for some 'random' character select crashes
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@ -1,5 +1,8 @@
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EQEMu Changelog (Started on Sept 24, 2003 15:50)
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-------------------------------------------------------
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== 05/22/2015 ==
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Uleat: Added null-term declaration for character names in ENCODE(OP_CharInfo) - where appropriate
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== 05/20/2015 ==
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demonstar55: Bard instrument mods should be more consistent with live. Zoning will keep instrument mod for long duration buffs (selo's)
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Still need to have procs/doom effects to inherit the instrument mods from their source buff/whatever
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@ -2949,8 +2949,9 @@ namespace RoF
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eq_cse = (structs::CharacterSelectEntry_Struct *)eq_ptr;
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strcpy(eq_cse->Name, emu_cse->Name);
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eq_ptr += strlen(eq_cse->Name);
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eq_ptr += strlen(emu_cse->Name);
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eq_cse = (structs::CharacterSelectEntry_Struct *)eq_ptr;
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eq_cse->Name[0] = '\0';
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eq_cse->Class = emu_cse->Class;
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eq_cse->Race = emu_cse->Race;
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@ -3038,8 +3038,9 @@ namespace RoF2
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eq_cse = (structs::CharacterSelectEntry_Struct *)eq_ptr;
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strcpy(eq_cse->Name, emu_cse->Name);
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eq_ptr += strlen(eq_cse->Name);
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eq_ptr += strlen(emu_cse->Name);
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eq_cse = (structs::CharacterSelectEntry_Struct *)eq_ptr;
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eq_cse->Name[0] = '\0';
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eq_cse->Class = emu_cse->Class;
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eq_cse->Race = emu_cse->Race;
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@ -1969,8 +1969,9 @@ namespace SoD
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eq_cse->Gender = emu_cse->Gender;
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strcpy(eq_cse->Name, emu_cse->Name);
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eq_ptr += strlen(eq_cse->Name);
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eq_ptr += strlen(emu_cse->Name);
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eq_cse = (structs::CharacterSelectEntry_Struct *)eq_ptr;
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eq_cse->Name[0] = '\0';
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eq_cse->Beard = emu_cse->Beard;
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eq_cse->HairColor = emu_cse->HairColor;
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@ -1628,8 +1628,9 @@ namespace SoF
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eq_cse->Gender = emu_cse->Gender;
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strcpy(eq_cse->Name, emu_cse->Name);
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eq_ptr += strlen(eq_cse->Name);
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eq_ptr += strlen(emu_cse->Name);
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eq_cse = (structs::CharacterSelectEntry_Struct *)eq_ptr;
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eq_cse->Name[0] = '\0';
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eq_cse->Beard = emu_cse->Beard;
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eq_cse->HairColor = emu_cse->HairColor;
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@ -2260,8 +2260,9 @@ namespace UF
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eq_cse->Gender = emu_cse->Gender;
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strcpy(eq_cse->Name, emu_cse->Name);
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eq_ptr += strlen(eq_cse->Name);
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eq_ptr += strlen(emu_cse->Name);
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eq_cse = (structs::CharacterSelectEntry_Struct *)eq_ptr;
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eq_cse->Name[0] = '\0';
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eq_cse->Beard = emu_cse->Beard;
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eq_cse->HairColor = emu_cse->HairColor;
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