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Add additional validation to the recall power
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@@ -192,6 +192,14 @@ void NanoManager::nanoRecallHandler(CNSocket* sock, CNPacketData* data) {
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if (otherPlr == nullptr)
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if (otherPlr == nullptr)
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return;
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return;
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// ensure the group member is still in the same IZ
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if (otherPlr->instanceID != plr->instanceID)
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return;
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// do not allow hypothetical recall points in lairs to mess with the respawn logic
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if (PLAYERID(plr->instanceID) != 0)
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return;
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if ((int32_t)plr->instanceID == otherPlr->recallInstance)
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if ((int32_t)plr->instanceID == otherPlr->recallInstance)
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PlayerManager::sendPlayerTo(sock, otherPlr->recallX, otherPlr->recallY, otherPlr->recallZ, otherPlr->recallInstance);
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PlayerManager::sendPlayerTo(sock, otherPlr->recallX, otherPlr->recallY, otherPlr->recallZ, otherPlr->recallInstance);
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else {
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else {
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