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Use a specialized null value for ChunkPos
This prevents logic errors related to being in chunk 0 0 0. Also: * Moved some duplicated chunk teleportation logic to a new helper function * Made ChunkPos into a proper class so it can default to INVALID_CHUNK when default-initialized * Reversed the inclusion order of Chunking.hpp and Entities.hpp to work around problems with type definitions
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@@ -18,6 +18,7 @@ namespace PlayerManager {
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void removePlayer(CNSocket* key);
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void updatePlayerPosition(CNSocket* sock, int X, int Y, int Z, uint64_t I, int angle);
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void updatePlayerPositionForWarp(CNSocket* sock, int X, int Y, int Z, uint64_t inst);
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void sendPlayerTo(CNSocket* sock, int X, int Y, int Z, uint64_t I);
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void sendPlayerTo(CNSocket* sock, int X, int Y, int Z);
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