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Fix freefalling after MSS DC
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fa7b6e6145
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@ -472,7 +472,7 @@ Database::DbPlayer Database::playerToDb(Player *player) {
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result.slot = player->slot;
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result.Taros = player->money;
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result.TutorialFlag = player->PCStyle2.iTutorialFlag;
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if (player->instanceID == 0) { // only save coords if player isn't instanced
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if (player->instanceID == 0 && !player->onMonkey) { // only save coords if player isn't instanced
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result.x_coordinates = player->x;
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result.y_coordinates = player->y;
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result.z_coordinates = player->z;
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@ -50,6 +50,7 @@ struct Player {
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bool isTradeConfirm;
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bool inCombat;
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bool onMonkey;
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bool passiveNanoOut;
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int healCooldown;
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@ -118,6 +118,7 @@ void PlayerManager::updatePlayerPosition(CNSocket* sock, int X, int Y, int Z, ui
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void PlayerManager::sendPlayerTo(CNSocket* sock, int X, int Y, int Z, uint64_t I) {
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Player* plr = getPlayer(sock);
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plr->onMonkey = false;
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if (plr->instanceID == INSTANCE_OVERWORLD) {
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// save last uninstanced coords
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@ -146,15 +146,20 @@ void TransportManager::transportWarpHandler(CNSocket* sock, CNPacketData* data)
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PlayerManager::updatePlayerPosition(sock, target.x, target.y, target.z, INSTANCE_OVERWORLD, plr->angle);
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break;
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case 2: // Monkey Skyway
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// set last safe coords
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plr->lastX = plr->x;
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plr->lastY = plr->y;
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plr->lastZ = plr->z;
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if (SkywayPaths.find(route.mssRouteNum) != SkywayPaths.end()) { // check if route exists
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NanoManager::summonNano(sock, -1); // make sure that no nano is active during the ride
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SkywayQueues[sock] = SkywayPaths[route.mssRouteNum]; // set socket point queue to route
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plr->onMonkey = true;
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break;
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} else if (TableData::RunningSkywayRoutes.find(route.mssRouteNum) != TableData::RunningSkywayRoutes.end()) {
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std::vector<WarpLocation>* _route = &TableData::RunningSkywayRoutes[route.mssRouteNum];
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NanoManager::summonNano(sock, -1);
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testMssRoute(sock, _route);
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plr->onMonkey = true;
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break;
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}
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@ -235,6 +240,7 @@ void TransportManager::stepSkywaySystem() {
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// send packet to players in view
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PlayerManager::sendToViewable(it->first, (void*)&rideBroadcast, P_FE2CL_PC_RIDING, sizeof(sP_FE2CL_PC_RIDING));
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it = SkywayQueues.erase(it); // remove player from tracking map + update iterator
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plr->onMonkey = false;
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} else {
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WarpLocation point = queue->front(); // get point
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queue->pop(); // remove point from front of queue
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