fixing memory leaks and Veto mechanics
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@@ -23,7 +23,7 @@ class SPITPlayer {
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public:
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class PlaySPITType {
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public:
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PlaySPITType(SPITPlayer *p_SPITPlayer, string p_SPITObjectID);
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PlaySPITType(SPITPlayer *p_SPITPlayer, string p_SPITObjectID);
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PlaySPITType(const PlaySPITType &orig);
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string getSPITTypeID() const { return m_SPITTypeID; }
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@@ -66,8 +66,8 @@ class SPIT_Client : I_SAD_Client {
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void (*onPlay)(string p_PlayerID, string p_PlayerName, char p_PlayerType, bool p_PlayerIsRunning, long long p_TimeFrames){};
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void (*onPlaySpitType)(string p_PlayerID, string p_SPITTypeID, bool p_PlayerIsRunning, bool p_Started, bool p_Ended, double p_Value){};
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void (*onPlayRemoteObjectStatus)(const SPITType &p_SPITType, const SPITObject &p_SPITObject, long long p_FrameInsideObject, int p_Value){};
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bool (*onCheckSpitTypeVeto)(SPIT_Message::ReportSPITType *p_ReportSPITType){};
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bool (*onCheckSpitObjectVeto)(SPIT_Message::ReportSPITObject *p_ReportSPITObject){};
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bool (*onCheckSpitTypeVeto)(bool knownType, bool createdByClient){};
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bool (*onCheckSpitObjectVeto)(bool knownType){};
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};
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//------ PlayerType ------
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@@ -74,6 +74,8 @@ class SPIT_Message {
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int m_BytesCount;
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public:
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virtual ~OPPart();
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Header *getHeader() const { return m_Header.get(); }
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int getBytesCount() const { return m_BytesCount; }
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void setServerInfoInHeader(string clientId, string serverId) {
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