diff --git a/GameServer/Server/Packet/Recv/Challenge/HandlerLeaveChallengeCsReq.cs b/GameServer/Server/Packet/Recv/Challenge/HandlerLeaveChallengeCsReq.cs index 7b665489..e72c139c 100644 --- a/GameServer/Server/Packet/Recv/Challenge/HandlerLeaveChallengeCsReq.cs +++ b/GameServer/Server/Packet/Recv/Challenge/HandlerLeaveChallengeCsReq.cs @@ -28,7 +28,7 @@ public class HandlerLeaveChallengeCsReq : Handler player.ChallengeManager!.ClearInstance(); // Leave scene - await player.LineupManager.SetCurLineup(0); + player.LineupManager.SetExtraLineup(ExtraLineupType.LineupNone, []); // Heal avatars (temproary solution) foreach (var avatar in player.LineupManager.GetCurLineup()!.AvatarData!.FormalAvatars) avatar.CurrentHp = 10000; diff --git a/GameServer/Server/Packet/Recv/ChallengePeak/HandlerLeaveChallengePeakCsReq.cs b/GameServer/Server/Packet/Recv/ChallengePeak/HandlerLeaveChallengePeakCsReq.cs index 069ae9ef..b6f13c27 100644 --- a/GameServer/Server/Packet/Recv/ChallengePeak/HandlerLeaveChallengePeakCsReq.cs +++ b/GameServer/Server/Packet/Recv/ChallengePeak/HandlerLeaveChallengePeakCsReq.cs @@ -15,10 +15,6 @@ public class HandlerLeaveChallengePeakCsReq : Handler // TODO: check for plane type if (player.SceneInstance != null) { - // As of 1.5.0, the server now has to handle the player leaving battle too - await player.ForceQuitBattle(); - - // Reset lineup player.LineupManager!.SetExtraLineup(ExtraLineupType.LineupChallenge, []); InvokeOnPlayerQuitChallenge(player, player.ChallengeManager!.ChallengeInstance); @@ -27,7 +23,7 @@ public class HandlerLeaveChallengePeakCsReq : Handler player.ChallengeManager!.ClearInstance(); // Leave scene - await player.LineupManager.SetCurLineup(0); + player.LineupManager!.SetExtraLineup(ExtraLineupType.LineupNone, []); // Heal avatars (temproary solution) foreach (var avatar in player.LineupManager.GetCurLineup()!.AvatarData!.FormalAvatars) avatar.CurrentHp = 10000;