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SetBindPoint converted to xyz_location
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+4
-4
@@ -705,7 +705,7 @@ void NPC::Gate() {
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Mob::Gate();
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}
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void Client::SetBindPoint(int to_zone, int to_instance, float new_x, float new_y, float new_z) {
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void Client::SetBindPoint(int to_zone, int to_instance, const xyz_location& location) {
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if (to_zone == -1) {
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m_pp.binds[0].zoneId = zone->GetZoneID();
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m_pp.binds[0].instance_id = (zone->GetInstanceID() != 0 && zone->IsInstancePersistent()) ? zone->GetInstanceID() : 0;
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@@ -716,9 +716,9 @@ void Client::SetBindPoint(int to_zone, int to_instance, float new_x, float new_y
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else {
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m_pp.binds[0].zoneId = to_zone;
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m_pp.binds[0].instance_id = to_instance;
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m_pp.binds[0].x = new_x;
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m_pp.binds[0].y = new_y;
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m_pp.binds[0].z = new_z;
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m_pp.binds[0].x = location.m_X;
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m_pp.binds[0].y = location.m_Y;
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m_pp.binds[0].z = location.m_Z;
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}
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auto regularBindPoint = xyz_heading(m_pp.binds[0].x, m_pp.binds[0].y, m_pp.binds[0].z, 0.0f);
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database.SaveCharacterBindPoint(this->CharacterID(), m_pp.binds[0].zoneId, m_pp.binds[0].instance_id, regularBindPoint, 0);
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