Portals animate and delay correctly
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@@ -1766,8 +1766,7 @@ void cClientHandle::RemoveFromWorld(void)
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m_Protocol->SendUnloadChunk(itr->m_ChunkX, itr->m_ChunkZ);
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} // for itr - Chunks[]
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// StreamChunks() called in cPlayer::MoveToWorld() after new world has been set
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// Meanwhile here, we set last streamed values to bogus ones so everything is resent
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// Here, we set last streamed values to bogus ones so everything is resent
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m_LastStreamedChunkX = 0x7fffffff;
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m_LastStreamedChunkZ = 0x7fffffff;
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m_HasSentPlayerChunk = false;
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@@ -2367,9 +2366,9 @@ void cClientHandle::SendRemoveEntityEffect(const cEntity & a_Entity, int a_Effec
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void cClientHandle::SendRespawn(const cWorld & a_World)
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void cClientHandle::SendRespawn(eDimension a_Dimension)
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{
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m_Protocol->SendRespawn(a_World);
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m_Protocol->SendRespawn(a_Dimension);
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}
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