Barriers are queried, created when colliding with creatures
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@@ -722,6 +722,11 @@ void World::hCharacterCreate(CharacterPacket* const argPacket) {
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creaturePacket.type = SerialPacketType::QUERY_CREATURE_EXISTS;
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creaturePacket.roomIndex = roomIndex;
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network.SendTo(Channels::SERVER, &creaturePacket);
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BarrierPacket barrierPacket;
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barrierPacket.type = SerialPacketType::QUERY_BARRIER_EXISTS;
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barrierPacket.roomIndex = roomIndex;
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network.SendTo(Channels::SERVER, &barrierPacket);
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}
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//debug
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@@ -743,9 +748,10 @@ void World::hCharacterUnload(CharacterPacket* const argPacket) {
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camera.marginX = 0;
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camera.marginY = 0;
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//clear the room
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//clear/reset the room
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roomIndex = -1;
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regionPager.UnloadAll();
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barrierMap.clear();
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characterMap.clear();
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creatureMap.clear();
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}
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