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QuestReward now accepts a single bool (true or false) for faction instead of 2 int32s. If true, it will pull the faction hits assigned to the NPC in the DB (reversed, of course) and give you that as part of the reward.
Example usage: e.other:QuestReward(e.self,copper,silver,gold,platinum,itemid,exp,faction) (Credit to Cavedude)
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+3
-3
@@ -1290,9 +1290,9 @@ void Lua_Client::QuestReward(Lua_Mob target, uint32 copper, uint32 silver, uint3
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self->QuestReward(target, copper, silver, gold, platinum, itemid, exp);
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}
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void Lua_Client::QuestReward(Lua_Mob target, uint32 copper, uint32 silver, uint32 gold, uint32 platinum, uint32 itemid, uint32 exp, uint32 factionid, int32 faction) {
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void Lua_Client::QuestReward(Lua_Mob target, uint32 copper, uint32 silver, uint32 gold, uint32 platinum, uint32 itemid, uint32 exp, bool faction) {
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Lua_Safe_Call_Void();
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self->QuestReward(target, copper, silver, gold, platinum, itemid, exp, factionid, faction);
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self->QuestReward(target, copper, silver, gold, platinum, itemid, exp, faction);
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}
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luabind::scope lua_register_client() {
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@@ -1552,7 +1552,7 @@ luabind::scope lua_register_client() {
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.def("QuestReward", (void(Lua_Client::*)(Lua_Mob, uint32, uint32, uint32, uint32))&Lua_Client::QuestReward)
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.def("QuestReward", (void(Lua_Client::*)(Lua_Mob, uint32, uint32, uint32, uint32, uint32))&Lua_Client::QuestReward)
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.def("QuestReward", (void(Lua_Client::*)(Lua_Mob, uint32, uint32, uint32, uint32, uint32, uint32))&Lua_Client::QuestReward)
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.def("QuestReward", (void(Lua_Client::*)(Lua_Mob, uint32, uint32, uint32, uint32, uint32, uint32, uint32, int32))&Lua_Client::QuestReward);
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.def("QuestReward", (void(Lua_Client::*)(Lua_Mob, uint32, uint32, uint32, uint32, uint32, uint32, bool))&Lua_Client::QuestReward);
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}
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luabind::scope lua_register_inventory_where() {
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