multi_do_msgsend_state: use player number from network layer
The network layer already has the player number. Use that instead of reloading it from the message body.
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8fd6ff2025
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@ -2999,6 +2999,7 @@ void multi_send_trigger(const trgnum_t triggernum)
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count += 1;
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count += 1;
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multi_command<multiplayer_command_t::MULTI_TRIGGER> multibuf;
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multi_command<multiplayer_command_t::MULTI_TRIGGER> multibuf;
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/* Obsolete - reclaim player number field on next multiplayer protocol version bump */
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multibuf[count] = Player_num; count += 1;
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multibuf[count] = Player_num; count += 1;
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static_assert(sizeof(trgnum_t) == sizeof(uint8_t), "trigger number could be truncated");
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static_assert(sizeof(trgnum_t) == sizeof(uint8_t), "trigger number could be truncated");
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multibuf[count] = static_cast<uint8_t>(triggernum); count += 1;
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multibuf[count] = static_cast<uint8_t>(triggernum); count += 1;
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@ -4855,6 +4856,11 @@ static void multi_send_restore_game(ubyte slot, uint id)
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multi_send_data(multibuf, multiplayer_data_priority::_2);
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multi_send_data(multibuf, multiplayer_data_priority::_2);
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}
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}
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static void multi_do_msgsend_state(const playernum_t pnum, const multiplayer_rspan<multiplayer_command_t::MULTI_TYPING_STATE> buf)
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{
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multi_sending_message[pnum] = msgsend_state{buf[2]};
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}
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}
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}
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}
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}
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@ -4999,18 +5005,10 @@ void multi_restore_game(const unsigned slot, const unsigned id)
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}
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}
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namespace {
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static void multi_do_msgsend_state(const multiplayer_rspan<multiplayer_command_t::MULTI_TYPING_STATE> buf)
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{
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multi_sending_message[static_cast<int>(buf[1])] = msgsend_state{buf[2]};
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}
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}
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void multi_send_msgsend_state(const msgsend_state state)
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void multi_send_msgsend_state(const msgsend_state state)
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{
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{
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multi_command<multiplayer_command_t::MULTI_TYPING_STATE> multibuf;
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multi_command<multiplayer_command_t::MULTI_TYPING_STATE> multibuf;
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/* Obsolete - reclaim player number field on next multiplayer protocol version bump */
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multibuf[1] = Player_num;
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multibuf[1] = Player_num;
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multibuf[2] = static_cast<char>(state);
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multibuf[2] = static_cast<char>(state);
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@ -5840,7 +5838,7 @@ static void multi_process_data(const d_level_shared_robot_info_state &LevelShare
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multi_do_bounty(multi_subspan_first<multiplayer_command_t::MULTI_DO_BOUNTY>(data));
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multi_do_bounty(multi_subspan_first<multiplayer_command_t::MULTI_DO_BOUNTY>(data));
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break;
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break;
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case multiplayer_command_t::MULTI_TYPING_STATE:
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case multiplayer_command_t::MULTI_TYPING_STATE:
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multi_do_msgsend_state(multi_subspan_first<multiplayer_command_t::MULTI_TYPING_STATE>(data));
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multi_do_msgsend_state(pnum, multi_subspan_first<multiplayer_command_t::MULTI_TYPING_STATE>(data));
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break;
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break;
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case multiplayer_command_t::MULTI_GMODE_UPDATE:
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case multiplayer_command_t::MULTI_GMODE_UPDATE:
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multi_do_gmode_update(multi_subspan_first<multiplayer_command_t::MULTI_GMODE_UPDATE>(data));
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multi_do_gmode_update(multi_subspan_first<multiplayer_command_t::MULTI_GMODE_UPDATE>(data));
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