//maybe a bit hacky but it's the best way I can think of to ensure everything is correct, short of destroying and recreating the zone entirely (which would likely be too slow)
engine.zones[zone.id].constructor(zone);
}
else
{
try
{
var s = new Zone(zone).spawn();
//we don't need to process the zone ourselves (as that will all be handled by the server), however we should still know the type for our chatbot.
s.netObject = true;
}
catch(e)
{
engine.console.print("0xff7f7fAn error occurred when syncing zones. You may be missing some important elements of the game.\n");