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Fix github issue #38
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41898bb6b7
commit
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@ -113,6 +113,7 @@ void NPCManager::npcWarpHandler(CNSocket* sock, CNPacketData* data) {
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return; // malformed packet
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return; // malformed packet
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sP_CL2FE_REQ_PC_WARP_USE_NPC* warpNpc = (sP_CL2FE_REQ_PC_WARP_USE_NPC*)data->buf;
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sP_CL2FE_REQ_PC_WARP_USE_NPC* warpNpc = (sP_CL2FE_REQ_PC_WARP_USE_NPC*)data->buf;
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PlayerView& plrv = PlayerManager::players[sock];
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// sanity check
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// sanity check
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if (Warps.find(warpNpc->iWarpID) == Warps.end())
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if (Warps.find(warpNpc->iWarpID) == Warps.end())
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@ -124,6 +125,10 @@ void NPCManager::npcWarpHandler(CNSocket* sock, CNPacketData* data) {
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resp.iY = Warps[warpNpc->iWarpID].y;
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resp.iY = Warps[warpNpc->iWarpID].y;
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resp.iZ = Warps[warpNpc->iWarpID].z;
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resp.iZ = Warps[warpNpc->iWarpID].z;
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// force player & NPC reload
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plrv.viewable.clear();
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plrv.viewableNPCs.clear();
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sock->sendPacket((void*)&resp, P_FE2CL_REP_PC_WARP_USE_NPC_SUCC, sizeof(sP_FE2CL_REP_PC_WARP_USE_NPC_SUCC));
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sock->sendPacket((void*)&resp, P_FE2CL_REP_PC_WARP_USE_NPC_SUCC, sizeof(sP_FE2CL_REP_PC_WARP_USE_NPC_SUCC));
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}
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}
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@ -1,9 +1,8 @@
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#pragma once
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#include <string>
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#include <string>
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#include <cstring>
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#include <cstring>
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#ifndef _PLR_HPP
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#define _PLR_HPP
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#include "CNProtocol.hpp"
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#include "CNProtocol.hpp"
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#include "CNStructs.hpp"
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#include "CNStructs.hpp"
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@ -27,5 +26,3 @@ struct Player {
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sItemBase Inven[AINVEN_COUNT];
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sItemBase Inven[AINVEN_COUNT];
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bool IsGM;
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bool IsGM;
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};
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};
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#endif
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@ -256,6 +256,7 @@ void PlayerManager::loadPlayer(CNSocket* sock, CNPacketData* data) {
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sP_CL2FE_REQ_PC_LOADING_COMPLETE* complete = (sP_CL2FE_REQ_PC_LOADING_COMPLETE*)data->buf;
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sP_CL2FE_REQ_PC_LOADING_COMPLETE* complete = (sP_CL2FE_REQ_PC_LOADING_COMPLETE*)data->buf;
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INITSTRUCT(sP_FE2CL_REP_PC_LOADING_COMPLETE_SUCC, response);
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INITSTRUCT(sP_FE2CL_REP_PC_LOADING_COMPLETE_SUCC, response);
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Player *plr = getPlayer(sock);
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DEBUGLOG(
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DEBUGLOG(
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std::cout << "P_CL2FE_REQ_PC_LOADING_COMPLETE:" << std::endl;
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std::cout << "P_CL2FE_REQ_PC_LOADING_COMPLETE:" << std::endl;
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@ -264,6 +265,9 @@ void PlayerManager::loadPlayer(CNSocket* sock, CNPacketData* data) {
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response.iPC_ID = complete->iPC_ID;
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response.iPC_ID = complete->iPC_ID;
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// reload players & NPCs
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updatePlayerPosition(sock, plr->x, plr->y, plr->z);
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sock->sendPacket((void*)&response, P_FE2CL_REP_PC_LOADING_COMPLETE_SUCC, sizeof(sP_FE2CL_REP_PC_LOADING_COMPLETE_SUCC));
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sock->sendPacket((void*)&response, P_FE2CL_REP_PC_LOADING_COMPLETE_SUCC, sizeof(sP_FE2CL_REP_PC_LOADING_COMPLETE_SUCC));
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}
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}
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