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Get rid of PlayerView. For good.
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@@ -139,7 +139,6 @@ void TransportManager::transportWarpHandler(CNSocket* sock, CNPacketData* data)
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plr->money -= route.cost;
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TransportLocation target;
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PlayerView& plrv = PlayerManager::players[sock];
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switch (route.type) {
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case 1: // S.C.A.M.P.E.R.
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target = Locations[route.end];
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@@ -150,9 +149,9 @@ void TransportManager::transportWarpHandler(CNSocket* sock, CNPacketData* data)
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* Not strictly necessary since there isn't a valid SCAMPER that puts you in the
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* same map tile you were already in, but we might as well force an NPC reload.
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*/
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PlayerManager::removePlayerFromChunks(plrv.currentChunks, sock);
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plrv.currentChunks.clear();
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plrv.chunkPos = std::make_tuple(0, 0, plrv.plr->instanceID);
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PlayerManager::removePlayerFromChunks(*plr->currentChunks, sock);
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plr->currentChunks->clear();
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plr->chunkPos = std::make_tuple(0, 0, plr->instanceID);
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break;
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case 2: // Monkey Skyway
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if (SkywayPaths.find(route.mssRouteNum) != SkywayPaths.end()) { // check if route exists
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