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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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@@ -347,9 +347,9 @@ public:
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void ChangeDrakkinHeritage(int in);
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void ChangeDrakkinTattoo(int in);
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void ChangeDrakkinDetails(int in);
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void CameraEffect(uint32 duration, uint32 intensity);
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void CameraEffect(uint32 duration, uint32 intensity, Lua_Client c);
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void CameraEffect(uint32 duration, uint32 intensity, Lua_Client c, bool global);
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void CameraEffect(uint32 duration, float intensity);
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void CameraEffect(uint32 duration, float intensity, Lua_Client c);
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void CameraEffect(uint32 duration, float intensity, Lua_Client c, bool global);
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void SendSpellEffect(uint32 effect_id, uint32 duration, uint32 finish_delay, bool zone_wide,
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uint32 unk020);
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void SendSpellEffect(uint32 effect_id, uint32 duration, uint32 finish_delay, bool zone_wide,
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