Don't send spell level in spell casting network message #7485
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This fixes an inconsistency in
CheckNewPath()
. When casting a spell from a standing animation, the spell would use the spell level that was included in the network message. When casting a queued spell immediately after executing another spell, the spell would use the spell level stored in thePlayer
struct.We sync spell levels with the
CMD_CHANGE_SPELL_LEVEL
command, and the game never casts a spell at a different spell level than what is stored in thePlayer
struct. There is no real benefit to including the spell level in the spell casting network messages. All it does is allow a hacker to pass whatever spell level they want, as long as they do it from a standing animation.