if (!WorldView || !WorldView->isVisible()) { return;
if (Player) { UoSocket->clearSequenceQueue(); UoSocket->setMoveSequence(0); World->moveCenter(posx, posy, posz); Player->move(posx, posy, posz); Player->setDirection(direction);  Log->print(LOG_NOTICE, tr("Server rejected our move and bounced us to %1,%2,%3 direction %4.\n").arg(posx).arg(posy).arg(posz).arg(direction));
	virtual void handle(cUoSocket *socket) {		if (!WorldView || !WorldView->isVisible()) {			return; // Only process targets when ingame		}		// System Message		Log->print(LOG_TRACE, tr("Received target request from server with serial 0x%1, type %2, cursor %3.\n").arg(targetId).arg(targetType).arg(cursorType));		WorldView->requestTarget(new cServerTargetRequest(targetId, targetType, cursorType));	}