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GM Jumping no longer crashes the server if used across instances, and works like GM Call
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parent
39da2d2bc9
commit
32bfdefbc0
1 changed files with 15 additions and 1 deletions
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@ -624,12 +624,26 @@ void Sapphire::Network::GameConnection::gm2Handler( FrameworkPtr pFw,
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}
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case GmCommand::Jump:
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{
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player.prepareZoning( targetPlayer->getZoneId(), true, 1, 0 );
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if( player.getCurrentInstance() )
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{
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player.exitInstance();
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}
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if( targetPlayer->getCurrentInstance() && player.getCurrentInstance() != targetPlayer->getCurrentInstance() )
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{
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auto instance = targetPlayer->getCurrentInstance();
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auto pInstanceContent = instance->getAsInstanceContent();
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// Not sure if GMs actually get bound to an instance they jump to on retail. It's mostly here to avoid a crash for now.
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pInstanceContent->bindPlayer( player.getId() );
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player.setInstance( targetPlayer->getCurrentInstance() );
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}
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if( targetPlayer->getZoneId() != player.getZoneId() )
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{
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player.setZone( targetPlayer->getZoneId() );
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}
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player.changePosition( targetActor->getPos().x, targetActor->getPos().y, targetActor->getPos().z,
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targetActor->getRot() );
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player.sendZoneInPackets( 0x00, 0x00, 0, 0, false );
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player.sendNotice( "Jumping to " + targetPlayer->getName() );
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break;
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}
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@ -650,8 +664,8 @@ void Sapphire::Network::GameConnection::gm2Handler( FrameworkPtr pFw,
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{
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targetPlayer->setZone( player.getZoneId() );
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}
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targetPlayer->sendToInRangeSet( makeActorControl143( player.getId(), ZoneIn, 0, 0, 0, 0 ) );
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targetPlayer->changePosition( player.getPos().x, player.getPos().y, player.getPos().z, player.getRot() );
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targetPlayer->sendZoneInPackets( 0x00, 0x00, 0, 0, false );
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player.sendNotice( "Calling " + targetPlayer->getName() );
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break;
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}
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