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Use scene types instead of hardcoding scene ids for checking enter reason
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82698d5623
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@ -10,6 +10,7 @@ import emu.grasscutter.game.player.Player;
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import emu.grasscutter.game.player.Player.SceneLoadState;
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import emu.grasscutter.game.player.Player.SceneLoadState;
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import emu.grasscutter.game.props.EnterReason;
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import emu.grasscutter.game.props.EnterReason;
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import emu.grasscutter.game.props.EntityIdType;
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import emu.grasscutter.game.props.EntityIdType;
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import emu.grasscutter.game.props.SceneType;
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import emu.grasscutter.data.GameData;
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import emu.grasscutter.data.GameData;
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import emu.grasscutter.data.def.DungeonData;
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import emu.grasscutter.data.def.DungeonData;
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import emu.grasscutter.data.def.SceneData;
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import emu.grasscutter.data.def.SceneData;
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@ -267,11 +268,9 @@ public class World implements Iterable<Player> {
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enterReason = EnterReason.DungeonEnter;
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enterReason = EnterReason.DungeonEnter;
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} else if (oldScene == newScene) {
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} else if (oldScene == newScene) {
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enterType = EnterType.ENTER_GOTO;
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enterType = EnterType.ENTER_GOTO;
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}
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} else if (newScene.getSceneType() == SceneType.SCENE_HOME_WORLD) {
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// Home
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// Home
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enterType = EnterType.ENTER_SELF_HOME;
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if (2001 <= newScene.getId() && newScene.getId() <= 2004) {
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enterType = EnterType.ENTER_SELF_HOME;
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}
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}
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// Teleport packet
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// Teleport packet
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