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Added quest areas (only accessable in lua) which work similar to proximities except are not attached to any one npc. Also fixed up the proximity code a bit to comply and got rid of my stupid ass fix for the deleting lists thing
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@@ -188,7 +188,7 @@ public:
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void BeaconProcess();
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void ProcessMove(Client *c, float x, float y, float z);
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void ProcessMove(NPC *n, float x, float y, float z);
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void AddArea(int id, int type, float x1, float x2, float y1, float y2, float z1, float z2);
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void AddArea(int id, int type, float min_x, float max_x, float min_y, float max_y, float min_z, float max_z);
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void RemoveArea(int id);
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void ClearAreas();
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void ProcessProximitySay(const char *Message, Client *c, uint8 language = 0);
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