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https://bitbucket.org/Ioncannon/project-meteor-server.git
synced 2025-05-20 08:26:59 -04:00
Finished refactoring Map Server. Clear of syntax errors.
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@@ -612,8 +612,8 @@ namespace FFXIVClassic_Map_Server
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}
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//Send packets
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player.playerSession.QueuePacket(DeleteAllActorsPacket.BuildPacket(player.actorId), true, false);
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player.playerSession.QueuePacket(_0xE2Packet.BuildPacket(player.actorId, 0x10), true, false);
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player.playerSession.QueuePacket(DeleteAllActorsPacket.BuildPacket(player.actorId));
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player.playerSession.QueuePacket(_0xE2Packet.BuildPacket(player.actorId, 0x10));
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player.SendZoneInPackets(this, spawnType);
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player.playerSession.ClearInstance();
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player.SendInstanceUpdate();
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@@ -661,8 +661,8 @@ namespace FFXIVClassic_Map_Server
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player.rotation = spawnRotation;
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//Send packets
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player.playerSession.QueuePacket(_0xE2Packet.BuildPacket(player.actorId, 0x10), true, false);
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player.playerSession.QueuePacket(player.CreateSpawnTeleportPacket(player.actorId, spawnType), true, false);
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player.playerSession.QueuePacket(_0xE2Packet.BuildPacket(player.actorId, 0x10));
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player.playerSession.QueuePacket(player.CreateSpawnTeleportPacket(spawnType));
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player.playerSession.LockUpdates(false);
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player.SendInstanceUpdate();
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@@ -705,8 +705,8 @@ namespace FFXIVClassic_Map_Server
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player.SendGameMessage(GetActor(), 34108, 0x20);
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//Send packets
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player.playerSession.QueuePacket(DeleteAllActorsPacket.BuildPacket(player.actorId), true, false);
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player.playerSession.QueuePacket(_0xE2Packet.BuildPacket(player.actorId, 0x10), true, false);
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player.playerSession.QueuePacket(DeleteAllActorsPacket.BuildPacket(player.actorId));
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player.playerSession.QueuePacket(_0xE2Packet.BuildPacket(player.actorId, 0x10));
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player.SendZoneInPackets(this, spawnType);
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player.playerSession.ClearInstance();
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player.SendInstanceUpdate();
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@@ -740,8 +740,8 @@ namespace FFXIVClassic_Map_Server
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//Send packets
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if (!isLogin)
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{
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player.playerSession.QueuePacket(DeleteAllActorsPacket.BuildPacket(player.actorId), true, false);
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player.playerSession.QueuePacket(_0xE2Packet.BuildPacket(player.actorId, 0x2), true, false);
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player.playerSession.QueuePacket(DeleteAllActorsPacket.BuildPacket(player.actorId));
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player.playerSession.QueuePacket(_0xE2Packet.BuildPacket(player.actorId, 0x2));
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//player.SendZoneInPackets(this, spawnType);
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}
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