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Save PlayerState server side
We now send the PlayerState in the spawn struct to allow clients to see other bard animations with instrument to be played if they zone in after the bard equipped the instrument OP_WeaponEquip2 and OP_WeaponUnequip2 renamed to OP_PlayerStateAdd and OP_PlayerStateRemove Still needs work: Get AI controlled mobs sending the correct PlayerStates. (stunned, attacking, etc)
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@@ -218,6 +218,8 @@
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void Handle_OP_PetitionRefresh(const EQApplicationPacket *app);
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void Handle_OP_PetitionResolve(const EQApplicationPacket *app);
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void Handle_OP_PetitionUnCheckout(const EQApplicationPacket *app);
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void Handle_OP_PlayerStateAdd(const EQApplicationPacket *app);
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void Handle_OP_PlayerStateRemove(const EQApplicationPacket *app);
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void Handle_OP_PickPocket(const EQApplicationPacket *app);
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void Handle_OP_PopupResponse(const EQApplicationPacket *app);
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void Handle_OP_PotionBelt(const EQApplicationPacket *app);
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@@ -288,8 +290,6 @@
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void Handle_OP_VetClaimRequest(const EQApplicationPacket *app);
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void Handle_OP_VoiceMacroIn(const EQApplicationPacket *app);
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void Handle_OP_WearChange(const EQApplicationPacket *app);
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void Handle_OP_WeaponEquip2(const EQApplicationPacket *app);
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void Handle_OP_WeaponUnequip2(const EQApplicationPacket *app);
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void Handle_OP_WhoAllRequest(const EQApplicationPacket *app);
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void Handle_OP_XTargetAutoAddHaters(const EQApplicationPacket *app);
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void Handle_OP_XTargetRequest(const EQApplicationPacket *app);
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