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Fix vehicles in IZs for real this time
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4060bf25b0
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@ -531,8 +531,20 @@ void NPCManager::handleWarp(CNSocket* sock, int32_t warpId) {
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if (Warps.find(warpId) == Warps.end())
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return;
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// remove the player's vehicle
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plr->iPCState &= ~8;
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if (plr->iPCState | 8) {
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// remove the player's vehicle
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plr->iPCState &= ~8;
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// send to self
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INITSTRUCT(sP_FE2CL_PC_VEHICLE_OFF_SUCC, off);
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sock->sendPacket((void*)&off, P_FE2CL_PC_VEHICLE_OFF_SUCC, sizeof(sP_FE2CL_PC_VEHICLE_OFF_SUCC));
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// send to others
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INITSTRUCT(sP_FE2CL_PC_STATE_CHANGE, chg);
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chg.iPC_ID = plr->iID;
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chg.iState = plr->iPCState;
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PlayerManager::sendToViewable(sock, (void*)&chg, P_FE2CL_PC_STATE_CHANGE, sizeof(sP_FE2CL_PC_STATE_CHANGE));
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}
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// std::cerr << "Warped to Map Num:" << Warps[warpId].instanceID << " NPC ID " << Warps[warpId].npcID << std::endl;
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if (Warps[warpId].isInstance) {
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@ -569,7 +581,20 @@ void NPCManager::handleWarp(CNSocket* sock, int32_t warpId) {
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otherPlr->recallInstance = instanceID;
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// remove their vehicle if they're on one
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otherPlr->iPCState &= ~8;
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if (otherPlr->iPCState | 8) {
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// remove the player's vehicle
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otherPlr->iPCState &= ~8;
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// send to self
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INITSTRUCT(sP_FE2CL_PC_VEHICLE_OFF_SUCC, off);
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sockTo->sendPacket((void*)&off, P_FE2CL_PC_VEHICLE_OFF_SUCC, sizeof(sP_FE2CL_PC_VEHICLE_OFF_SUCC));
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// send to others
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INITSTRUCT(sP_FE2CL_PC_STATE_CHANGE, chg);
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chg.iPC_ID = otherPlr->iID;
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chg.iState = otherPlr->iPCState;
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PlayerManager::sendToViewable(sockTo, (void*)&chg, P_FE2CL_PC_STATE_CHANGE, sizeof(sP_FE2CL_PC_STATE_CHANGE));
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}
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PlayerManager::sendPlayerTo(sockTo, Warps[warpId].x, Warps[warpId].y, Warps[warpId].z, instanceID);
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}
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