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* [Hotfix] Fix EVENT_SPELL_EFFECT_TRANSLOCATE_COMPLETE regression caused by #2897 * Update client_packet.cpp
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@ -15239,8 +15239,12 @@ void Client::Handle_OP_Translocate(const EQApplicationPacket *app)
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zone->GetInstanceID() == PendingTranslocateData.instance_id
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zone->GetInstanceID() == PendingTranslocateData.instance_id
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);
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);
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int quest_return = 0;
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if (parse->SpellHasQuestSub(spell_id, EVENT_SPELL_EFFECT_TRANSLOCATE_COMPLETE)) {
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if (parse->SpellHasQuestSub(spell_id, EVENT_SPELL_EFFECT_TRANSLOCATE_COMPLETE)) {
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if (parse->EventSpell(EVENT_SPELL_EFFECT_TRANSLOCATE_COMPLETE, nullptr, this, spell_id, "", 0) == 0) {
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quest_return = parse->EventSpell(EVENT_SPELL_EFFECT_TRANSLOCATE_COMPLETE, nullptr, this, spell_id, "", 0);
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}
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if (quest_return == 0) {
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// If the spell has a translocate to bind effect, AND we are already in the zone the client
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// If the spell has a translocate to bind effect, AND we are already in the zone the client
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// is bound in, use the GoToBind method. If we send OP_Translocate in this case, the client moves itself
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// is bound in, use the GoToBind method. If we send OP_Translocate in this case, the client moves itself
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// to the bind coords it has from the PlayerProfile, but with the X and Y reversed. I suspect they are
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// to the bind coords it has from the PlayerProfile, but with the X and Y reversed. I suspect they are
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@ -15268,7 +15272,6 @@ void Client::Handle_OP_Translocate(const EQApplicationPacket *app)
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);
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);
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}
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}
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}
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}
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}
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PendingTranslocate = false;
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PendingTranslocate = false;
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}
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}
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