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Set bZoning to false in failure cases
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aa1114c387
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@ -655,6 +655,7 @@ public:
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void Sacrifice(Client* caster);
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void GoToDeath();
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inline const int32 GetInstanceID() const { return zone->GetInstanceID(); }
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void SetZoning(bool in) { bZoning = in; }
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FACTION_VALUE GetReverseFactionCon(Mob* iOther);
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FACTION_VALUE GetFactionLevel(uint32 char_id, uint32 npc_id, uint32 p_race, uint32 p_class, uint32 p_deity, int32 pFaction, Mob* tnpc);
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@ -338,6 +338,7 @@ void WorldServer::HandleMessage(uint16 opcode, const EQ::Net::Packet &p)
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if (ztz->response <= 0) {
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zc2->success = ZONE_ERROR_NOTREADY;
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entity->CastToMob()->SetZone(ztz->current_zone_id, ztz->current_instance_id);
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entity->CastToClient()->SetZoning(false);
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}
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else {
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entity->CastToClient()->UpdateWho(1);
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@ -308,6 +308,8 @@ void Client::SendZoneCancel(ZoneChange_Struct *zc) {
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//reset to unsolicited.
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zone_mode = ZoneUnsolicited;
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// reset since we're not zoning anymore
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bZoning = false;
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}
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void Client::SendZoneError(ZoneChange_Struct *zc, int8 err)
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@ -327,6 +329,8 @@ void Client::SendZoneError(ZoneChange_Struct *zc, int8 err)
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//reset to unsolicited.
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zone_mode = ZoneUnsolicited;
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// reset since we're not zoning anymore
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bZoning = false;
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}
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void Client::DoZoneSuccess(ZoneChange_Struct *zc, uint16 zone_id, uint32 instance_id, float dest_x, float dest_y, float dest_z, float dest_h, int8 ignore_r) {
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