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Fix some indents, not sure how they got messed up [skip ci]
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@ -140,7 +140,7 @@ public:
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bool Depop(bool StartSpawnTimer = false);
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bool Depop(bool StartSpawnTimer = false);
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void Repop(uint32 delay = 0);
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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 RepopClose(const glm::vec4& client_position, uint32 repop_distance);
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void ClearNPCTypeCache(int id);
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void ClearNPCTypeCache(int id);
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void SpawnStatus(Mob* client);
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void SpawnStatus(Mob* client);
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void ShowEnabledSpawnStatus(Mob* client);
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void ShowEnabledSpawnStatus(Mob* client);
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@ -359,7 +359,7 @@ public:
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bool LoadSpawnGroups(const char* zone_name, uint16 version, SpawnGroupList* spawn_group_list);
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bool LoadSpawnGroups(const char* zone_name, uint16 version, SpawnGroupList* spawn_group_list);
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bool LoadSpawnGroupsByID(int spawngroupid, SpawnGroupList* spawn_group_list);
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bool LoadSpawnGroupsByID(int spawngroupid, SpawnGroupList* spawn_group_list);
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bool PopulateZoneSpawnList(uint32 zoneid, LinkedList<Spawn2*> &spawn2_list, int16 version, uint32 repopdelay = 0);
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bool PopulateZoneSpawnList(uint32 zoneid, LinkedList<Spawn2*> &spawn2_list, int16 version, uint32 repopdelay = 0);
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bool PopulateZoneSpawnListClose(uint32 zoneid, LinkedList<Spawn2*> &spawn2_list, int16 version, const glm::vec4& client_position, uint32 repop_distance);
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bool PopulateZoneSpawnListClose(uint32 zoneid, LinkedList<Spawn2*> &spawn2_list, int16 version, const glm::vec4& client_position, uint32 repop_distance);
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Spawn2* LoadSpawn2(LinkedList<Spawn2*> &spawn2_list, uint32 spawn2id, uint32 timeleft);
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Spawn2* LoadSpawn2(LinkedList<Spawn2*> &spawn2_list, uint32 spawn2id, uint32 timeleft);
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bool CreateSpawn2(Client *c, uint32 spawngroup, const char* zone, const glm::vec4& position, uint32 respawn, uint32 variance, uint16 condition, int16 cond_value);
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bool CreateSpawn2(Client *c, uint32 spawngroup, const char* zone, const glm::vec4& position, uint32 respawn, uint32 variance, uint16 condition, int16 cond_value);
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void UpdateRespawnTime(uint32 id, uint16 instance_id,uint32 timeleft);
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void UpdateRespawnTime(uint32 id, uint16 instance_id,uint32 timeleft);
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