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summonallplayercorpses converted to xyz_heading
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@ -1765,12 +1765,9 @@ XS(XS__summonallplayercorpses)
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bool RETVAL;
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uint32 char_id = (int)SvIV(ST(0));
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float dest_x = (float)SvIV(ST(1));
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float dest_y = (float)SvIV(ST(2));
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float dest_z = (float)SvIV(ST(3));
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float dest_heading = (float)SvIV(ST(4));
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auto position = xyz_heading((float)SvIV(ST(1)),(float)SvIV(ST(2)),(float)SvIV(ST(3)),(float)SvIV(ST(4)));
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RETVAL = quest_manager.summonallplayercorpses(char_id, dest_x, dest_y, dest_z, dest_heading);
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RETVAL = quest_manager.summonallplayercorpses(char_id, position);
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ST(0) = boolSV(RETVAL);
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sv_2mortal(ST(0));
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@ -489,7 +489,7 @@ void lua_summon_burried_player_corpse(uint32 char_id, float x, float y, float z,
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}
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void lua_summon_all_player_corpses(uint32 char_id, float x, float y, float z, float h) {
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quest_manager.summonallplayercorpses(char_id, x, y, z, h);
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quest_manager.summonallplayercorpses(char_id, xyz_heading(x, y, z, h));
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}
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int lua_get_player_burried_corpse_count(uint32 char_id) {
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@ -1747,15 +1747,15 @@ bool QuestManager::summonburriedplayercorpse(uint32 char_id, const xyz_heading&
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return true;
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}
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bool QuestManager::summonallplayercorpses(uint32 char_id, float dest_x, float dest_y, float dest_z, float dest_heading) {
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bool Result = false;
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bool QuestManager::summonallplayercorpses(uint32 char_id, const xyz_heading& position) {
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if(char_id > 0) {
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Client* c = entity_list.GetClientByCharID(char_id);
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c->SummonAllCorpses(dest_x, dest_y, dest_z, dest_heading);
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Result = true;
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}
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return Result;
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if(char_id <= 0)
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return false;
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Client* c = entity_list.GetClientByCharID(char_id);
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c->SummonAllCorpses(position.m_X, position.m_Y, position.m_Z, position.m_Heading);
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return true;
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}
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uint32 QuestManager::getplayerburriedcorpsecount(uint32 char_id) {
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@ -157,7 +157,7 @@ public:
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void clear_zone_flag(int zone_id);
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void sethp(int hpperc);
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bool summonburriedplayercorpse(uint32 char_id, const xyz_heading& position);
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bool summonallplayercorpses(uint32 char_id, float dest_x, float dest_y, float dest_z, float dest_heading);
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bool summonallplayercorpses(uint32 char_id, const xyz_heading& position);
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uint32 getplayerburriedcorpsecount(uint32 char_id);
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bool buryplayercorpse(uint32 char_id);
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void forcedooropen(uint32 doorid, bool altmode);
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