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Various bug fixes, implement CMain::WarpTo
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@@ -2008,8 +2008,11 @@ void CStateManager::Update(float dt)
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xf94_27_inMapScreen = false;
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}
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g_GameState->CurrentWorldState().SetAreaId(x8cc_nextAreaId);
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x850_world->TravelToArea(x8cc_nextAreaId, *this, false);
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if (!m_warping)
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{
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g_GameState->CurrentWorldState().SetAreaId(x8cc_nextAreaId);
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x850_world->TravelToArea(x8cc_nextAreaId, *this, false);
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}
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ClearGraveyard();
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++x8d8_updateFrameIdx;
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