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Fix player state issue after failing to complete a mission
Fixes #225. Co-authored-by: Jade <jadeshrinemaiden@gmail.com>
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@@ -226,7 +226,7 @@ void Combat::killMob(CNSocket *sock, Mob *mob) {
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mob->killedTime = getTime(); // XXX: maybe introduce a shard-global time for each step?
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// check for the edge case where hitting the mob did not aggro it
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if (sock != nullptr && PlayerManager::players.find(sock) != PlayerManager::players.end()) {
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if (sock != nullptr) {
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Player* plr = PlayerManager::getPlayer(sock);
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Items::DropRoll rolled;
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