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Kick players out of instances when they leave
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@@ -590,19 +590,14 @@ void NPCManager::handleWarp(CNSocket* sock, int32_t warpId) {
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if (Warps.find(warpId) == Warps.end())
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return;
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// loop through all tasks; if the required instance is being left, "fail" the task
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for (int taskNum : plrv.plr->tasks) {
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if (MissionManager::Tasks.find(taskNum) == MissionManager::Tasks.end())
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continue; // sanity check
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TaskData* task = MissionManager::Tasks[taskNum];
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if ((plrv.plr->instanceID & 0xffffffff) == (int)(task->task["m_iRequireInstanceID"])) { // instance ID matches
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int failTaskID = task->task["m_iFOutgoingTask"];
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if (failTaskID != 0) {
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MissionManager::quitTask(sock, taskNum);
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// TODO: start fail task
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}
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}
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MissionManager::failInstancedMissions(sock); // fail any missions that require the player's current instance
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if (plrv.plr->instanceID == 0) {
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// save last uninstanced coords
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plrv.plr->lastX = plrv.plr->x;
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plrv.plr->lastY = plrv.plr->y;
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plrv.plr->lastZ = plrv.plr->z;
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plrv.plr->lastAngle = plrv.plr->angle;
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}
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// std::cerr << "Warped to Map Num:" << Warps[warpId].instanceID << " NPC ID " << Warps[warpId].npcID << std::endl;
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