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Call signs longer than six characters results in MP damage never being reported #10

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@bhugh

User landersohn reported this bug in the Flightgear forums:

I noticed a bug: in multiplayer dogfighting the call signs are not correctly handled in bombable.nas: if I use a call sign longer than 6 characters, the routine parsing messages will not recognize a message meant for me. Looks like all other modules truncate the callsign but this message parser does not. So a message to me, for example if I am being shot at and hit, is never processed, making me in effect invincible no matter what the AI settings are.

I think this is also true in normal bombable scenarios.

See http://forum.flightgear.org/viewtopic.php?f=6&t=5742&p=196253#p194259

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