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Fix buddy warp causing softlock
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dae3b24093
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@ -134,11 +134,6 @@ void PlayerManager::sendPlayerTo(CNSocket* sock, int X, int Y, int Z, uint64_t I
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pkt.iEP_ID = PLAYERID(I) == 0; // iEP_ID has to be positive for the map to be enabled
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pkt.iInstanceMapNum = (int32_t)MAPNUM(I); // lower 32 bits are mapnum
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sock->sendPacket((void*)&pkt, P_FE2CL_INSTANCE_MAP_INFO, sizeof(sP_FE2CL_INSTANCE_MAP_INFO));
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INITSTRUCT(sP_FE2CL_REP_PC_GOTO_SUCC, pkt2);
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pkt2.iX = X;
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pkt2.iY = Y;
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pkt2.iZ = Z;
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sock->sendPacket((void*)&pkt2, P_FE2CL_REP_PC_GOTO_SUCC, sizeof(sP_FE2CL_REP_PC_GOTO_SUCC));
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} else {
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// annoying but necessary to set the flag back
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INITSTRUCT(sP_FE2CL_REP_PC_WARP_USE_NPC_SUCC, resp);
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@ -150,6 +145,11 @@ void PlayerManager::sendPlayerTo(CNSocket* sock, int X, int Y, int Z, uint64_t I
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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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INITSTRUCT(sP_FE2CL_REP_PC_GOTO_SUCC, pkt2);
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pkt2.iX = X;
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pkt2.iY = Y;
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pkt2.iZ = Z;
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sock->sendPacket((void*)&pkt2, P_FE2CL_REP_PC_GOTO_SUCC, sizeof(sP_FE2CL_REP_PC_GOTO_SUCC));
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updatePlayerPosition(sock, X, Y, Z, I, plr->angle);
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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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