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Make sure the current race is cleared when leaving an IZ
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07a930fe1c
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@ -8,6 +8,7 @@
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#include "TableData.hpp"
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#include "ChatManager.hpp"
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#include "GroupManager.hpp"
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#include "RacingManager.hpp"
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#include <cmath>
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#include <algorithm>
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@ -611,8 +612,13 @@ void NPCManager::handleWarp(CNSocket* sock, int32_t warpId) {
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plr->instanceID = INSTANCE_OVERWORLD;
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MissionManager::failInstancedMissions(sock); // fail any instanced missions
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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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ChunkManager::updatePlayerChunk(sock, plr->chunkPos, std::make_tuple(0, 0, 0)); // force player to reload chunks
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PlayerManager::updatePlayerPosition(sock, resp.iX, resp.iY, resp.iZ, INSTANCE_OVERWORLD, plr->angle);
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// remove the player's ongoing race, if any
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if (RacingManager::EPRaces.find(sock) != RacingManager::EPRaces.end())
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RacingManager::EPRaces.erase(sock);
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}
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}
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@ -101,6 +101,10 @@ void PlayerManager::removePlayer(CNSocket* key) {
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it++;
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}
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// remove the player's ongoing race, if any
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if (RacingManager::EPRaces.find(key) != RacingManager::EPRaces.end())
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RacingManager::EPRaces.erase(key);
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std::cout << players.size() << " players" << std::endl;
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}
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@ -171,6 +175,10 @@ void PlayerManager::sendPlayerTo(CNSocket* sock, int X, int Y, int Z, uint64_t I
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// post-warp: check if the source instance has no more players in it and delete it if so
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ChunkManager::destroyInstanceIfEmpty(fromInstance);
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// clean up EPRaces if we were likely in an IZ
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if (fromInstance != INSTANCE_OVERWORLD
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&& RacingManager::EPRaces.find(sock) != RacingManager::EPRaces.end())
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RacingManager::EPRaces.erase(sock);
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}
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void PlayerManager::sendPlayerTo(CNSocket* sock, int X, int Y, int Z) {
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