Player properties are now retrieved
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@@ -290,17 +290,18 @@ void cClientHandle::Kick(const AString & a_Reason)
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void cClientHandle::Authenticate(const AString & a_Name, const AString & a_UUID)
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void cClientHandle::Authenticate(const AString & a_Name, const AString & a_UUID, const AString & a_Properties)
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{
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if (m_State != csAuthenticating)
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{
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return;
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}
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ASSERT( m_Player == NULL );
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ASSERT(m_Player == NULL);
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m_Username = a_Name;
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m_UUID = a_UUID;
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m_Properties = a_Properties;
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// Send login success (if the protocol supports it):
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m_Protocol->SendLoginSuccess();
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@@ -324,7 +325,7 @@ void cClientHandle::Authenticate(const AString & a_Name, const AString & a_UUID)
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if (!cRoot::Get()->GetPluginManager()->CallHookPlayerJoined(*m_Player))
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{
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cRoot::Get()->BroadcastChatJoin(Printf("%s has joined the game", GetUsername().c_str()));
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LOGINFO("Player %s has joined the game.", m_Username.c_str());
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LOGINFO("Player %s has joined the game", m_Username.c_str());
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}
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m_ConfirmPosition = m_Player->GetPosition();
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