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Add another layer of randomization to roam box logic, npc's who weren't originally spawned in water won't roambox into water
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+4
-4
@@ -212,10 +212,10 @@ public:
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void ReloadWorld(uint32 Option);
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void ReloadMerchants();
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Map* zonemap;
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WaterMap* watermap;
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IPathfinder *pathing;
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NewZone_Struct newzone_data;
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Map *zonemap;
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WaterMap *watermap;
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IPathfinder *pathing;
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NewZone_Struct newzone_data;
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SpawnConditionManager spawn_conditions;
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