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Switched out our kinda juryrigged vector types for glm::vec types since we use that as a 3d math library already but never switched out the types
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+8
-8
@@ -269,7 +269,7 @@ void Lua_NPC::PauseWandering(int pause_time) {
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void Lua_NPC::MoveTo(float x, float y, float z, float h, bool save) {
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Lua_Safe_Call_Void();
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auto position = xyz_heading(x, y, z, h);
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auto position = glm::vec4(x, y, z, h);
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self->MoveTo(position, save);
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}
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@@ -315,37 +315,37 @@ int Lua_NPC::GetSpawnPointID() {
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float Lua_NPC::GetSpawnPointX() {
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Lua_Safe_Call_Real();
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return self->GetSpawnPoint().m_X;
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return self->GetSpawnPoint().x;
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}
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float Lua_NPC::GetSpawnPointY() {
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Lua_Safe_Call_Real();
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return self->GetSpawnPoint().m_Y;
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return self->GetSpawnPoint().y;
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}
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float Lua_NPC::GetSpawnPointZ() {
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Lua_Safe_Call_Real();
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return self->GetSpawnPoint().m_Z;
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return self->GetSpawnPoint().z;
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}
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float Lua_NPC::GetSpawnPointH() {
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Lua_Safe_Call_Real();
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return self->GetSpawnPoint().m_Heading;
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return self->GetSpawnPoint().w;
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}
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float Lua_NPC::GetGuardPointX() {
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Lua_Safe_Call_Real();
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return self->GetGuardPoint().m_X;
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return self->GetGuardPoint().x;
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}
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float Lua_NPC::GetGuardPointY() {
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Lua_Safe_Call_Real();
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return self->GetGuardPoint().m_Y;
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return self->GetGuardPoint().y;
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}
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float Lua_NPC::GetGuardPointZ() {
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Lua_Safe_Call_Real();
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return self->GetGuardPoint().m_Z;
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return self->GetGuardPoint().z;
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}
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void Lua_NPC::SetPrimSkill(int skill_id) {
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