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Implemented encounter timers - no spawn required
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@@ -84,6 +84,8 @@ void QuestManager::Process() {
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if(entity_list.IsMobInZone(cur->mob)) {
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if(cur->mob->IsNPC()) {
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parse->EventNPC(EVENT_TIMER, cur->mob->CastToNPC(), nullptr, cur->name, 0);
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} else if (cur->mob->IsEncounter()) {
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parse->EventEncounter(EVENT_TIMER, cur->mob->CastToEncounter()->GetEncounterName(), cur->name, 0, nullptr);
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} else {
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//this is inheriently unsafe if we ever make it so more than npc/client start timers
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parse->EventPlayer(EVENT_TIMER, cur->mob->CastToClient(), cur->name, 0);
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