message: Fix buddy warp causing softlock
diff: @@ -134,11 +134,6 @@ void PlayerManager::sendPlayerTo(CNSocket* sock, int X, int Y, int Z, uint64_t I
  pkt.iEP_ID = PLAYERID(I) == 0; // iEP_ID has to be positive for the map to be enabled
  pkt.iInstanceMapNum = (int32_t)MAPNUM(I); // lower 32 bits are mapnum
  sock->sendPacket((void*)&pkt, P_FE2CL_INSTANCE_MAP_INFO, sizeof(sP_FE2CL_INSTANCE_MAP_INFO));
  - INITSTRUCT(sP_FE2CL_REP_PC_GOTO_SUCC, pkt2);
  - pkt2.iX = X;
  - pkt2.iY = Y;
  - pkt2.iZ = Z;
  - sock->sendPacket((void*)&pkt2, P_FE2CL_REP_PC_GOTO_SUCC, sizeof(sP_FE2CL_REP_PC_GOTO_SUCC));
  } else {
  // annoying but necessary to set the flag back
  INITSTRUCT(sP_FE2CL_REP_PC_WARP_USE_NPC_SUCC, resp);
  @@ -150,6 +145,11 @@ void PlayerManager::sendPlayerTo(CNSocket* sock, int X, int Y, int Z, uint64_t I
  sock->sendPacket((void*)&resp, P_FE2CL_REP_PC_WARP_USE_NPC_SUCC, sizeof(sP_FE2CL_REP_PC_WARP_USE_NPC_SUCC));
  }
  + INITSTRUCT(sP_FE2CL_REP_PC_GOTO_SUCC, pkt2);
  + pkt2.iX = X;
  + pkt2.iY = Y;
  + pkt2.iZ = Z;
  + sock->sendPacket((void*)&pkt2, P_FE2CL_REP_PC_GOTO_SUCC, sizeof(sP_FE2CL_REP_PC_GOTO_SUCC));
  updatePlayerPosition(sock, X, Y, Z, I, plr->angle);
  // post-warp: check if the source instance has no more players in it and delete it if so
  