//Moves actor to new zone, and sends packets to spawn at the given coords.
        public void DoZoneChangeContent(Player player, PrivateAreaContent contentArea, float spawnX, float spawnY, float spawnZ, float spawnRotation, ushort spawnType = SetActorPositionPacket.SPAWNTYPE_WARP_DUTY)
        {
            //Content area was null
            if (contentArea == null)
            {
                Program.Log.Debug("Request to change to content area not on this server by: {0}.", player.customDisplayName);
                return;
            }

            player.playerSession.LockUpdates(true);

            Area oldZone = player.zone;

            //Remove player from currentZone if transfer else it's login
            if (player.zone != null)
            {
                oldZone.RemoveActorFromZone(player);
            }

            contentArea.AddActorToZone(player);

            //Update player actor's properties
            player.zoneId = contentArea.GetParentZone().actorId;

            player.privateArea     = contentArea.GetPrivateAreaName();
            player.privateAreaType = contentArea.GetPrivateAreaType();
            player.zone            = contentArea;
            player.positionX       = spawnX;
            player.positionY       = spawnY;
            player.positionZ       = spawnZ;
            player.rotation        = spawnRotation;

            //Send "You have entered an instance" if it's a Private Area
            player.SendGameMessage(GetActor(), 34108, 0x20);

            //Send packets
            player.playerSession.QueuePacket(DeleteAllActorsPacket.BuildPacket(player.actorId));
            player.playerSession.QueuePacket(_0xE2Packet.BuildPacket(player.actorId, 0x10));
            player.SendZoneInPackets(this, spawnType);
            player.playerSession.ClearInstance();
            player.SendInstanceUpdate();

            player.playerSession.LockUpdates(false);



            LuaEngine.GetInstance().CallLuaFunction(player, contentArea, "onZoneIn", true);
        }
        //Moves actor to new zone, and sends packets to spawn at the given coords.
        public void DoZoneChange(Player player, uint destinationZoneId, string destinationPrivateArea, byte spawnType, float spawnX, float spawnY, float spawnZ, float spawnRotation)
        {
            Area oldZone;

            //Remove player from currentZone if transfer else it's login
            if (player.zone != null)
            {
                oldZone = player.zone;
                oldZone.removeActorFromZone(player);
            }

            //Add player to new zone and update
            Area newArea;

            if (destinationPrivateArea == null)
            {
                newArea = GetZone(destinationZoneId);
            }
            else
            {
                newArea = GetZone(destinationZoneId).getPrivateArea(destinationPrivateArea, 0);
            }
            //This server does not contain that zoneId
            if (newArea == null)
            {
                return;
            }

            newArea.addActorToZone(player);

            //Update player actor's properties
            player.zoneId    = newArea.actorId;
            player.zone      = newArea;
            player.positionX = spawnX;
            player.positionY = spawnY;
            player.positionZ = spawnZ;
            player.rotation  = spawnRotation;

            //Send packets
            player.playerSession.queuePacket(DeleteAllActorsPacket.buildPacket(player.actorId), true, false);
            player.playerSession.queuePacket(_0xE2Packet.buildPacket(player.actorId, 0x0), true, false);
            player.sendZoneInPackets(this, spawnType);
            player.playerSession.clearInstance();
            player.sendInstanceUpdate();

            LuaEngine.onZoneIn(player);
        }
        //Session started, zone into world
        public void DoZoneIn(Player player, bool isLogin, ushort spawnType)
        {
            //Add player to new zone and update
            Area playerArea;

            if (player.privateArea != null)
            {
                playerArea = GetPrivateArea(player.zoneId, player.privateArea, player.privateAreaType);
            }
            else
            {
                playerArea = GetZone(player.zoneId);
            }

            //This server does not contain that zoneId
            if (playerArea == null)
            {
                return;
            }

            //Set the current zone and add player
            player.zone = playerArea;

            playerArea.AddActorToZone(player);

            //Send packets
            if (!isLogin)
            {
                player.playerSession.QueuePacket(DeleteAllActorsPacket.BuildPacket(player.actorId));
                player.playerSession.QueuePacket(_0xE2Packet.BuildPacket(player.actorId, 0x2));
                //player.SendZoneInPackets(this, spawnType);
            }

            player.SendZoneInPackets(this, spawnType);

            player.destinationZone      = 0;
            player.destinationSpawnType = 0;
            Database.SavePlayerPosition(player);

            player.playerSession.LockUpdates(false);

            LuaEngine.GetInstance().CallLuaFunction(player, playerArea, "onZoneIn", true);
        }
        //Moves actor to new zone, and sends packets to spawn at the given coords.
        public void DoZoneChange(Player player, uint destinationZoneId, string destinationPrivateArea, int destinationPrivateAreaType, byte spawnType, float spawnX, float spawnY, float spawnZ, float spawnRotation)
        {
            //Add player to new zone and update
            Area newArea;

            if (destinationPrivateArea == null)
            {
                newArea = GetZone(destinationZoneId);
            }
            else //Add check for -1 if it is a instance
            {
                newArea = GetZone(destinationZoneId).GetPrivateArea(destinationPrivateArea, (uint)destinationPrivateAreaType);
            }

            //This server does not contain that zoneId
            if (newArea == null)
            {
                Program.Log.Debug("Request to change to zone not on this server by: {0}.", player.customDisplayName);
                RequestWorldServerZoneChange(player, destinationZoneId, spawnType, spawnX, spawnY, spawnZ, spawnRotation);
                return;
            }

            player.playerSession.LockUpdates(true);

            Area oldZone = player.zone;

            //Remove player from currentZone if transfer else it's login
            if (player.zone != null)
            {
                oldZone.RemoveActorFromZone(player);
            }

            newArea.AddActorToZone(player);

            //Update player actor's properties
            player.zoneId = newArea is PrivateArea ? ((PrivateArea)newArea).GetParentZone().actorId : newArea.actorId;

            player.privateArea     = newArea is PrivateArea ? ((PrivateArea)newArea).GetPrivateAreaName() : null;
            player.privateAreaType = newArea is PrivateArea ? ((PrivateArea)newArea).GetPrivateAreaType() : 0;
            player.zone            = newArea;
            player.positionX       = spawnX;
            player.positionY       = spawnY;
            player.positionZ       = spawnZ;
            player.rotation        = spawnRotation;

            //Delete any GL directors
            GuildleveDirector glDirector = player.GetGuildleveDirector();

            if (glDirector != null)
            {
                player.RemoveDirector(glDirector);
            }

            //Delete content if have
            if (player.currentContentGroup != null)
            {
                player.currentContentGroup.RemoveMember(player.actorId);
                player.SetCurrentContentGroup(null);

                if (oldZone is PrivateAreaContent)
                {
                    ((PrivateAreaContent)oldZone).CheckDestroy();
                }
            }

            //Send packets
            player.playerSession.QueuePacket(DeleteAllActorsPacket.BuildPacket(player.actorId));
            player.playerSession.QueuePacket(_0xE2Packet.BuildPacket(player.actorId, 0x2));
            player.SendZoneInPackets(this, spawnType);
            player.playerSession.ClearInstance();
            player.SendInstanceUpdate();

            player.playerSession.LockUpdates(false);

            //Send "You have entered an instance" if it's a Private Area
            if (newArea is PrivateArea)
            {
                player.SendGameMessage(GetActor(), 34108, 0x20);
            }

            LuaEngine.GetInstance().CallLuaFunction(player, newArea, "onZoneIn", true);
        }