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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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+3
-3
@@ -218,7 +218,7 @@ bool Spawn2::Process() {
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database.UpdateSpawn2Timeleft(spawn2_id, zone->GetInstanceID(), 0);
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currentnpcid = npcid;
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NPC* npc = new NPC(tmp, this, xyz_heading(x, y, z, heading), FlyMode3);
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NPC* npc = new NPC(tmp, this, glm::vec4(x, y, z, heading), FlyMode3);
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npc->mod_prespawn(this);
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@@ -414,13 +414,13 @@ Spawn2* ZoneDatabase::LoadSpawn2(LinkedList<Spawn2*> &spawn2_list, uint32 spawn2
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return newSpawn;
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}
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bool ZoneDatabase::CreateSpawn2(Client *client, uint32 spawngroup, const char* zone, const xyz_heading& position, uint32 respawn, uint32 variance, uint16 condition, int16 cond_value)
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bool ZoneDatabase::CreateSpawn2(Client *client, uint32 spawngroup, const char* zone, const glm::vec4& position, uint32 respawn, uint32 variance, uint16 condition, int16 cond_value)
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{
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std::string query = StringFormat("INSERT INTO spawn2 (spawngroupID, zone, x, y, z, heading, "
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"respawntime, variance, _condition, cond_value) "
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"VALUES (%i, '%s', %f, %f, %f, %f, %i, %i, %u, %i)",
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spawngroup, zone, position.m_X, position.m_Y, position.m_Z, position.m_Heading,
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spawngroup, zone, position.x, position.y, position.z, position.w,
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respawn, variance, condition, cond_value);
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auto results = QueryDatabase(query);
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if (!results.Success()) {
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