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Had a bug where actor id was set to the wrong packet. Will have to also look at this target thing later.
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2 changed files with 4 additions and 4 deletions
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@ -105,9 +105,9 @@ namespace FFXIVClassic_Map_Server.actors.director
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{
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foreach (Player p in GetPlayerMembers())
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{
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GetSpawnPackets(actorId).DebugPrintPacket();
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p.QueuePacket(GetSpawnPackets(actorId));
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p.QueuePacket(GetInitPackets(actorId));
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GetSpawnPackets(p.actorId).DebugPrintPacket();
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p.QueuePacket(GetSpawnPackets(p.actorId));
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p.QueuePacket(GetInitPackets(p.actorId));
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}
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}
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}
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@ -38,7 +38,7 @@ namespace FFXIVClassic_Map_Server.dataobjects
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public void QueuePacket(SubPacket subPacket, bool isAuthed, bool isEncrypted)
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{
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subPacket.header.targetId = id;
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//subPacket.header.targetId = id;
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Server.GetWorldConnection().QueuePacket(subPacket, isAuthed, isEncrypted);
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}
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