We always know playerSAO when calling SendInventory. Using it instead of searching it via peer_id
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@@ -374,7 +374,7 @@ class Server : public con::PeerHandler, public MapEventReceiver,
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void SendPlayerHPOrDie(u16 peer_id, bool die) { die ? DiePlayer(peer_id) : SendPlayerHP(peer_id); }
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void SendPlayerBreath(u16 peer_id);
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void SendInventory(u16 peer_id);
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void SendInventory(PlayerSAO* playerSAO);
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void SendMovePlayer(u16 peer_id);
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// Bind address
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