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Some quest item and spell work, took out that stupid multiquesting code -> use your brains that's completely doable entirely in quests even perl
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@@ -357,7 +357,6 @@ NPC::NPC(const NPCType* d, Spawn2* in_respawn, float x, float y, float z, float
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NPC::~NPC()
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{
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ClearQuestLists();
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entity_list.RemoveNPC(GetID());
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AI_Stop();
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@@ -2342,21 +2341,6 @@ bool NPC::CanTalk()
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return false;
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}
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void NPC::PrintOutQuestItems(Client* c){
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c->Message(4,"Quest Items currently awaiting completion on %s",GetName());
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LinkedListIterator<ItemInst*> iterator(questItems);
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iterator.Reset();
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while(iterator.MoreElements())
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{
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c->Message(5,"ItemName: %s (%d) | Charges: %i",iterator.GetData()->GetItem()->Name,iterator.GetData()->GetItem()->ID,iterator.GetData()->GetCharges());
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iterator.Advance();
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}
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c->Message(4,"End of quest items list.");
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}
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//this is called with 'this' as the mob being looked at, and
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//iOther the mob who is doing the looking. It should figure out
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//what iOther thinks about 'this'
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