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Remove each group member's vehicle when warping into an instance
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@ -531,6 +531,9 @@ 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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// remove the player's vehicle
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plr->iPCState &= ~8;
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// std::cerr << "Warped to Map Num:" << Warps[warpId].instanceID << " NPC ID " << Warps[warpId].npcID << std::endl;
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// std::cerr << "Warped to Map Num:" << Warps[warpId].instanceID << " NPC ID " << Warps[warpId].npcID << std::endl;
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if (Warps[warpId].isInstance) {
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if (Warps[warpId].isInstance) {
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uint64_t instanceID = Warps[warpId].instanceID;
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uint64_t instanceID = Warps[warpId].instanceID;
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@ -565,6 +568,9 @@ void NPCManager::handleWarp(CNSocket* sock, int32_t warpId) {
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otherPlr->recallZ = Warps[warpId].z + RESURRECT_HEIGHT;
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otherPlr->recallZ = Warps[warpId].z + RESURRECT_HEIGHT;
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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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otherPlr->iPCState &= ~8;
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PlayerManager::sendPlayerTo(sockTo, Warps[warpId].x, Warps[warpId].y, Warps[warpId].z, instanceID);
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PlayerManager::sendPlayerTo(sockTo, Warps[warpId].x, Warps[warpId].y, Warps[warpId].z, instanceID);
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}
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}
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}
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}
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