Thanks
And.. that's definately the type of starting point I was looking for. Finally starting to fgrep my way through the files (as per your mention)... it's definately a lot less painful than trying to find my way through all those by hand. Thanks for the suggestion =P
I can see why it's not zoning the player / not wiping agro.
Unfortunately, given my current lack of knowledge as to how all of these files are interlinked, I'm not terribly confident that my fixing this won't break something somewhere else.
It shouldn't take much effort at all to add a line to the SE_Succor case in the spell_effects.cpp that'd remove the caster (and hopefully their group) from the agro list. They'd then be in-zone warped... without actually zoning. While un-livelike, I can't say I'd really want to complain about that. I always hated having to reload the zone, anyway =P
Alternately.. the only way I've found so far that'd force the client to zone (which, as you've noted, would take care of the agro issue by itself)... would involve my modifying zoning.cpp. The way it's coded (MovePC method), zoning to the zone you're already in results in nothing more than a coordinate move. As in, no rezoning.. which is the problem we've been having.
I don't believe that it would take much effort to work around that... but it would be a workaround. A rather crude / ugly one. Style aside, I dislike the idea of fixing this in a way that might blow up in our faces later.
I'll attempt a few variations of the above on my local server.. and see if they, at least, manage to fix this problem. Chances are it might take a much more comprehensive test to discover if my changes have messed up anything else, though. Anyone care to volunteer for that? =P
.. will keep you updated.