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Changed NPCTypes Data to bulk load when the zone loads or Repops, this bulk loading is stored in the npc_types cache
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+3
-3
@@ -2461,7 +2461,7 @@ void command_npctypespawn(Client *c, const Seperator *sep)
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{
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if (sep->IsNumber(1)) {
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const NPCType* tmp = 0;
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if ((tmp = database.GetNPCType(atoi(sep->arg[1])))) {
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if ((tmp = database.LoadNPCTypesData(atoi(sep->arg[1])))) {
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//tmp->fixedZ = 1;
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NPC* npc = new NPC(tmp, 0, c->GetPosition(), FlyMode3);
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if (npc && sep->IsNumber(2))
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@@ -2923,7 +2923,7 @@ void command_viewnpctype(Client *c, const Seperator *sep)
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else
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{
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uint32 npctypeid=atoi(sep->arg[1]);
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const NPCType* npct = database.GetNPCType(npctypeid);
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const NPCType* npct = database.LoadNPCTypesData(npctypeid);
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if (npct) {
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c->Message(0, " NPCType Info, ");
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c->Message(0, " NPCTypeID: %u", npct->npc_id);
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@@ -6687,7 +6687,7 @@ void command_qglobal(Client *c, const Seperator *sep) {
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}
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if(!strcasecmp(sep->arg[1], "view")) {
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const NPCType *type = database.GetNPCType(target->GetNPCTypeID());
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const NPCType *type = database.LoadNPCTypesData(target->GetNPCTypeID());
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if(!type)
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c->Message(15, "Invalid NPC type.");
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else if(type->qglobal)
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