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FixZ on NPC initial spawn to keep NPC's from hopping
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@ -648,6 +648,8 @@ void EntityList::AddNPC(NPC *npc, bool SendSpawnPacket, bool dontqueue)
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parse->EventNPC(EVENT_SPAWN, npc, nullptr, "", 0);
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parse->EventNPC(EVENT_SPAWN, npc, nullptr, "", 0);
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npc->FixZ();
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uint16 emoteid = npc->GetEmoteID();
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uint16 emoteid = npc->GetEmoteID();
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if (emoteid != 0)
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if (emoteid != 0)
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npc->DoNPCEmote(ONSPAWN, emoteid);
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npc->DoNPCEmote(ONSPAWN, emoteid);
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