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Cleaned up warp code.
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512647974d
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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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@ -231,6 +231,16 @@ void PlayerManager::sendPlayerTo(CNSocket* sock, int X, int Y, int Z, uint64_t I
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PlayerView& plrv = PlayerManager::players[sock];
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Player* plr = plrv.plr;
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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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MissionManager::failInstancedMissions(sock); // fail any instanced missions
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uint64_t fromInstance = plr->instanceID;
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plr->instanceID = I;
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@ -242,7 +252,6 @@ void PlayerManager::sendPlayerTo(CNSocket* sock, int X, int Y, int Z, uint64_t I
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sendPlayerTo(sock, X, Y, Z);
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} else {
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// annoying but necessary to set the flag back
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MissionManager::failInstancedMissions(sock); // fail any instanced missions
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INITSTRUCT(sP_FE2CL_REP_PC_WARP_USE_NPC_SUCC, resp);
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resp.iX = X;
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resp.iY = Y;
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@ -702,7 +711,6 @@ void PlayerManager::gotoPlayer(CNSocket* sock, CNPacketData* data) {
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std::cout << "\tZ: " << gotoData->iToZ << std::endl;
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)
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MissionManager::failInstancedMissions(sock); // this ensures warping by command still fails instanced missions
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sendPlayerTo(sock, gotoData->iToX, gotoData->iToY, gotoData->iToZ, 0);
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}
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