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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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@@ -36,6 +36,8 @@ void handle_npc_death(QuestInterface *parse, lua_State* L, NPC* npc, Mob *init,
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std::vector<void*> *extra_pointers);
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void handle_npc_cast(QuestInterface *parse, lua_State* L, NPC* npc, Mob *init, std::string data, uint32 extra_data,
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std::vector<void*> *extra_pointers);
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void handle_npc_area(QuestInterface *parse, lua_State* L, NPC* npc, Mob *init, std::string data, uint32 extra_data,
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std::vector<void*> *extra_pointers);
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void handle_npc_null(QuestInterface *parse, lua_State* L, NPC* npc, Mob *init, std::string data, uint32 extra_data,
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std::vector<void*> *extra_pointers);
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@@ -82,6 +84,8 @@ void handle_player_combine(QuestInterface *parse, lua_State* L, Client* client,
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std::vector<void*> *extra_pointers);
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void handle_player_feign(QuestInterface *parse, lua_State* L, Client* client, std::string data, uint32 extra_data,
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std::vector<void*> *extra_pointers);
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void handle_player_area(QuestInterface *parse, lua_State* L, Client* client, std::string data, uint32 extra_data,
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std::vector<void*> *extra_pointers);
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void handle_player_null(QuestInterface *parse, lua_State* L, Client* client, std::string data, uint32 extra_data,
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std::vector<void*> *extra_pointers);
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