Portals animate and delay correctly
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@@ -2416,7 +2416,6 @@ void cWorld::AddPlayer(cPlayer * a_Player)
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void cWorld::RemovePlayer(cPlayer * a_Player)
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{
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m_ChunkMap->RemoveEntity(a_Player);
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{
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cCSLock Lock(m_CSPlayersToAdd);
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@@ -2424,7 +2423,7 @@ void cWorld::RemovePlayer(cPlayer * a_Player)
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}
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{
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cCSLock Lock(m_CSPlayers);
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LOGD("Removing player \"%s\" from world \"%s\".", a_Player->GetName().c_str(), m_WorldName.c_str());
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LOGD("Removing player %s from world \"%s\".", a_Player->GetName().c_str(), m_WorldName.c_str());
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m_Players.remove(a_Player);
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}
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@@ -3213,7 +3212,8 @@ void cWorld::AddQueuedPlayers(void)
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for (cPlayerList::iterator itr = PlayersToAdd.begin(), end = PlayersToAdd.end(); itr != end; ++itr)
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{
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ASSERT(std::find(m_Players.begin(), m_Players.end(), *itr) == m_Players.end()); // Is it already in the list? HOW?
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LOGD("Adding player %s to world \"%s\".", (*itr)->GetName().c_str(), m_WorldName.c_str());
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m_Players.push_back(*itr);
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(*itr)->SetWorld(this);
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@@ -3242,6 +3242,9 @@ void cWorld::AddQueuedPlayers(void)
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if (Client != NULL)
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{
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Client->StreamChunks();
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Client->SendPlayerMoveLook();
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Client->SendHealth();
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Client->SendWholeInventory(*(*itr)->GetWindow());
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}
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} // for itr - PlayersToAdd[]
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}
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