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fix: don't construct zone control twice on player loadin (#1828)
checked that the logs no longer have an error about zone control mis matched pointers Update EntityManager.cpp
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@@ -9,7 +9,7 @@
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#include "dCommonVars.h"
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class Entity;
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class EntityInfo;
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struct EntityInfo;
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class Player;
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class User;
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enum class eReplicaComponentType : uint32_t;
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@@ -54,7 +54,7 @@ public:
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void SetGhostDistanceMin(float value);
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void QueueGhostUpdate(LWOOBJID playerID);
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void UpdateGhosting();
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void UpdateGhosting(Entity* player);
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void UpdateGhosting(Entity* player, const bool constructAll = false);
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void CheckGhosting(Entity* entity);
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Entity* GetGhostCandidate(LWOOBJID id) const;
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bool GetGhostingEnabled() const;
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