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Keeps spawns from doing individual loads and prefer bulk loading [skip ci]
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+4
-4
@@ -259,7 +259,6 @@ public:
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void RemoveAuth(const char *iCharName, const char *iLSKey);
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void RemoveAuth(uint32 lsid);
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void Repop(uint32 delay = 0);
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void RepopClose(const glm::vec4 &client_position, uint32 repop_distance);
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void RequestUCSServerStatus();
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void ResetAuth();
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void SetDate(uint16 year, uint8 month, uint8 day, uint8 hour, uint8 minute);
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@@ -285,6 +284,8 @@ public:
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ZonePoint *GetClosestZonePoint(const glm::vec3 &location, uint32 to, Client *client, float max_distance = 40000.0f);
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ZonePoint *GetClosestZonePointWithoutZone(float x, float y, float z, Client *client, float max_distance = 40000.0f);
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Timer GetInitgridsTimer();
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/**
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* GMSay Callback for LogSys
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*
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@@ -332,6 +333,7 @@ public:
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double GetMaxMovementUpdateRange() const { return max_movement_update_range; }
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/**
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* Modding hooks
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*/
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@@ -352,8 +354,6 @@ private:
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bool staticzone;
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bool zone_has_current_time;
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bool quest_hot_reload_queued;
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private:
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double max_movement_update_range;
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char *long_name;
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char *map_name;
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@@ -384,7 +384,7 @@ private:
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Timer autoshutdown_timer;
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Timer clientauth_timer;
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Timer hotzone_timer;
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Timer initgrids_timer; //delayed loading of initial grids.
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Timer initgrids_timer;
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Timer qglobal_purge_timer;
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ZoneSpellsBlocked *blocked_spells;
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