//Moves the actor to the new zone if exists. No packets are sent nor position changed. Merged zone is removed.
        public void DoSeamlessZoneChange(Player player, uint destinationZoneId)
        {
            Area oldZone;

            if (player.zone != null)
            {
                oldZone = player.zone;
                oldZone.RemoveActorFromZone(player);
            }

            //Add player to new zone and update
            Zone newZone = GetZone(destinationZoneId);

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

            newZone.AddActorToZone(player);

            player.zone   = newZone;
            player.zoneId = destinationZoneId;

            player.zone2   = null;
            player.zoneId2 = 0;

            player.SendSeamlessZoneInPackets();

            player.SendMessage(0x20, "", "Doing Seamless Zone Change");

            LuaEngine.GetInstance().CallLuaFunction(player, newZone, "onZoneIn", true);
        }
        //Adds a second zone to pull actors from. Used for an improved seamless zone change.
        public void MergeZones(Player player, uint mergedZoneId)
        {
            //Add player to new zone and update
            Zone mergedZone = GetZone(mergedZoneId);

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

            mergedZone.AddActorToZone(player);

            player.zone2   = mergedZone;
            player.zoneId2 = mergedZone.actorId;

            player.SendMessage(0x20, "", "Merging Zones");

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