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Two crash fixes reported on the forums are hopefully fixed.
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+2
-2
@@ -1867,7 +1867,7 @@ void command_npcstats(Client *c, const Seperator *sep)
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c->Message(0, "Gender: %i Size: %f Bodytype: %d", c->GetTarget()->GetGender(), c->GetTarget()->GetSize(), c->GetTarget()->GetBodyType());
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c->Message(0, "Runspeed: %f Walkspeed: %f", c->GetTarget()->GetRunspeed(), c->GetTarget()->GetWalkspeed());
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c->Message(0, "Spawn Group: %i Grid: %i", c->GetTarget()->CastToNPC()->GetSp2(), c->GetTarget()->CastToNPC()->GetGrid());
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c->Message(0, "EmoteID: %i", c->GetTarget()->CastToNPC()->GetNPCEmoteID());
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c->Message(0, "EmoteID: %i", c->GetTarget()->CastToNPC()->GetEmoteID());
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c->GetTarget()->CastToNPC()->QueryLoot(c);
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}
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}
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@@ -11031,7 +11031,7 @@ void command_emoteview(Client *c, const Seperator *sep)
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if(c->GetTarget() && c->GetTarget()->IsNPC())
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{
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int count=0;
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int emoteid = c->GetTarget()->CastToNPC()->GetNPCEmoteID();
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int emoteid = c->GetTarget()->CastToNPC()->GetEmoteID();
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LinkedListIterator<NPC_Emote_Struct*> iterator(zone->NPCEmoteList);
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iterator.Reset();
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