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Do not cancel the ongoing race on recall
Also do not remove the player's vehicle if the player isn't on a vehicle.
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parent
55431362a7
commit
c78b3ca69f
@ -532,7 +532,7 @@ void NPCManager::handleWarp(CNSocket* sock, int32_t warpId) {
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if (Warps.find(warpId) == Warps.end())
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if (Warps.find(warpId) == Warps.end())
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return;
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return;
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if (plr->iPCState | 8) {
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if (plr->iPCState & 8) {
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// remove the player's vehicle
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// remove the player's vehicle
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plr->iPCState &= ~8;
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plr->iPCState &= ~8;
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@ -582,7 +582,7 @@ void NPCManager::handleWarp(CNSocket* sock, int32_t warpId) {
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otherPlr->recallInstance = instanceID;
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otherPlr->recallInstance = instanceID;
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// remove their vehicle if they're on one
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// remove their vehicle if they're on one
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if (otherPlr->iPCState | 8) {
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if (otherPlr->iPCState & 8) {
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// remove the player's vehicle
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// remove the player's vehicle
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otherPlr->iPCState &= ~8;
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otherPlr->iPCState &= ~8;
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@ -101,10 +101,6 @@ void PlayerManager::removePlayer(CNSocket* key) {
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it++;
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it++;
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}
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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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std::cout << players.size() << " players" << std::endl;
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}
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}
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@ -175,8 +171,8 @@ 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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// 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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ChunkManager::destroyInstanceIfEmpty(fromInstance);
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// clean up EPRaces if we were likely in an IZ
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// clean up EPRaces if we were likely in an IZ and left
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if (fromInstance != INSTANCE_OVERWORLD
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if (fromInstance != INSTANCE_OVERWORLD && fromInstance != I
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&& RacingManager::EPRaces.find(sock) != RacingManager::EPRaces.end())
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&& RacingManager::EPRaces.find(sock) != RacingManager::EPRaces.end())
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RacingManager::EPRaces.erase(sock);
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RacingManager::EPRaces.erase(sock);
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}
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}
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