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Add a fallback to racingCancel if a respawn point isn't found
Fixes segfault when canceling or timing out race in Mandark's House Future. Also expanded on the comment for why this respawn is necessary.
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@ -64,9 +64,23 @@ static void racingCancel(CNSocket* sock, CNPacketData* data) {
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INITSTRUCT(sP_FE2CL_REP_EP_RACE_CANCEL_SUCC, resp);
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sock->sendPacket(resp, P_FE2CL_REP_EP_RACE_CANCEL_SUCC);
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// we have to teleport the player back after this, otherwise they are unable to move
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/*
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* This request packet is used for both cancelling the race via the
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* NPC at the start, *and* failing the race by running out of time.
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* If the latter is to happen, the client disables movement until it
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* receives a packet from the server that re-enables it.
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*
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* So, in order to prevent a potential softlock we respawn the player.
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*/
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WarpLocation* respawnLoc = PlayerManager::getRespawnPoint(plr);
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PlayerManager::sendPlayerTo(sock, respawnLoc->x, respawnLoc->y, respawnLoc->z, respawnLoc->instanceID);
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if (respawnLoc != nullptr) {
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PlayerManager::sendPlayerTo(sock, respawnLoc->x, respawnLoc->y, respawnLoc->z, respawnLoc->instanceID);
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} else {
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// fallback, just respawn the player in-place if no suitable point is found
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PlayerManager::sendPlayerTo(sock, plr->x, plr->y, plr->z, plr->instanceID);
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}
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}
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static void racingEnd(CNSocket* sock, CNPacketData* data) {
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