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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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@@ -1355,6 +1355,10 @@ void Mob::GMMove(float x, float y, float z, float heading, bool SendUpdate) {
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Route.clear();
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if(IsNPC()) {
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entity_list.ProcessMove(CastToNPC(), x, y, z);
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}
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x_pos = x;
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y_pos = y;
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z_pos = z;
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@@ -2692,6 +2696,10 @@ void Mob::SetNextIncHPEvent( int inchpevent )
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//warp for quest function,from sandy
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void Mob::Warp( float x, float y, float z )
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{
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if(IsNPC()) {
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entity_list.ProcessMove(CastToNPC(), x, y, z);
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}
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x_pos = x;
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y_pos = y;
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z_pos = z;
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