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Cleaned up warp code.
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@@ -584,18 +584,8 @@ 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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MissionManager::failInstancedMissions(sock); // fail any missions that require the player's current instance
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uint64_t fromInstance = plrv.plr->instanceID; // saved for post-warp
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if (plrv.plr->instanceID == 0) {
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// save last uninstanced coords
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plrv.plr->lastX = plrv.plr->x;
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plrv.plr->lastY = plrv.plr->y;
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plrv.plr->lastZ = plrv.plr->z;
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plrv.plr->lastAngle = plrv.plr->angle;
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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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uint64_t instanceID = Warps[warpId].instanceID;
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