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Fix #205 - if a player times out a race, warp them back to the start
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@@ -31,6 +31,7 @@ namespace PlayerManager {
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CNSocket *getSockFromID(int32_t iID);
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CNSocket *getSockFromName(std::string firstname, std::string lastname);
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CNSocket *getSockFromAny(int by, int id, int uid, std::string firstname, std::string lastname);
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WarpLocation *getRespawnPoint(Player *plr);
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void sendToViewable(CNSocket *sock, void* buf, uint32_t type, size_t size);
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