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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 the Player 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 the Player 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.

@StephenCWills StephenCWills marked this pull request as draft October 19, 2024 14:42
@StephenCWills StephenCWills marked this pull request as ready for review October 19, 2024 15:11
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To fix timedemo, I assigned player.GetSpellLevel() to player.destParam* variables, even though we don't use them. This should ensure nothing weird happens when moving saves to vanilla.

@StephenCWills StephenCWills added this to the 1.5.4 milestone Oct 19, 2024
@StephenCWills StephenCWills changed the title Don't send spell level in spell casting network message [1.5] Don't send spell level in spell casting network message Oct 19, 2024
@StephenCWills StephenCWills changed the title [1.5] Don't send spell level in spell casting network message Don't send spell level in spell casting network message Oct 19, 2024
@StephenCWills StephenCWills removed this from the 1.5.4 milestone Oct 19, 2024
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