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[Quest API] Use Floating Point for CameraEffect Intensity (#2337)
This was implemented in a very odd way. The intensity is just a float. This is a breaking api change but low-impact (intensity will be different). To convert old values to new values with same intensity: 0: 0.03125 1: 0.05625 2: 0.1 3: 0.175 4: 0.3 5: 0.5 6: 0.9 7: 1.6 8: 2.8 9: 4.8 10: 8.0
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@@ -486,7 +486,7 @@ public:
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Corpse* GetClosestCorpse(Mob* sender, const char *Name);
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void TryWakeTheDead(Mob* sender, Mob* target, int32 spell_id, uint32 max_distance, uint32 duration, uint32 amount_pets);
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NPC* GetClosestBanker(Mob* sender, uint32 &distance);
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void CameraEffect(uint32 duration, uint32 intensity);
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void CameraEffect(uint32 duration, float intensity);
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Mob* GetClosestMobByBodyType(Mob* sender, bodyType BodyType, bool skip_client_pets=false);
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void ForceGroupUpdate(uint32 gid);
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void SendGroupLeave(uint32 gid, const char *name);
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