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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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@@ -285,7 +285,7 @@ public:
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void QuestReward(Lua_Mob target, uint32 copper, uint32 silver, uint32 gold, uint32 platinum);
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void QuestReward(Lua_Mob target, uint32 copper, uint32 silver, uint32 gold, uint32 platinum, uint32 itemid);
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void QuestReward(Lua_Mob target, uint32 copper, uint32 silver, uint32 gold, uint32 platinum, uint32 itemid, uint32 exp);
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void 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 QuestReward(Lua_Mob target, uint32 copper, uint32 silver, uint32 gold, uint32 platinum, uint32 itemid, uint32 exp, bool faction);
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};
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#endif
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