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fix behavior on zoning for clients to not impact other players

This commit is contained in:
Emagi 2025-02-09 19:06:49 -05:00
parent a22a56acc6
commit 1c35309538
2 changed files with 2 additions and 2 deletions

View File

@ -147,7 +147,7 @@ void Entity::DeleteSpellEffects(bool removeClient)
map<LuaSpell*,bool>::iterator deletedPtrItrs;
for(deletedPtrItrs = deletedPtrs.begin(); deletedPtrItrs != deletedPtrs.end(); deletedPtrItrs++) {
if(itr->second)
if(deletedPtrItrs->second)
lua_interface->RemoveSpell(deletedPtrItrs->first, false, removeClient, "", removeClient, false, this);
else
lua_interface->RemoveSpell(deletedPtrItrs->first, false, removeClient, "", removeClient, true, this);

View File

@ -4999,7 +4999,7 @@ void Client::Zone(ZoneChangeDetails* new_zone, ZoneServer* opt_zone, bool set_co
LogWrite(CCLIENT__DEBUG, 0, "Client", "%s: Removing player from current zone...", __FUNCTION__);
GetCurrentZone()->RemoveSpawn(player, false, true, true, true, !is_spell);
GetPlayer()->DeleteSpellEffects(true);
GetPlayer()->DeleteSpellEffects();
LogWrite(CCLIENT__DEBUG, 0, "Client", "%s: Setting zone to '%s'...", __FUNCTION__, new_zone->zoneName.c_str());
SetZoningDestination(opt_zone);