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PR adjustments
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@ -766,7 +766,7 @@ RULE_CATEGORY_END()
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RULE_CATEGORY(HotReload)
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RULE_CATEGORY(HotReload)
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RULE_BOOL(HotReload, QuestsRepopWithReload, true, "When a hot reload is triggered, the zone will repop")
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RULE_BOOL(HotReload, QuestsRepopWithReload, true, "When a hot reload is triggered, the zone will repop")
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RULE_BOOL(HotReload, QuestsRepopWhenPlayersNotInCombat, true, "When a hot reload is triggered, the zone will repop when no clients are in combat")
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RULE_BOOL(HotReload, QuestsRepopWhenPlayersNotInCombat, true, "When a hot reload is triggered, the zone will repop when no clients are in combat")
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RULE_BOOL(HotReload, QuestsResetTimersWithReload, true, "When a hot reload is triggered, the zone will repop")
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RULE_BOOL(HotReload, QuestsResetTimersWithReload, true, "When a hot reload is triggered, quest timers will be reset")
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RULE_CATEGORY_END()
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RULE_CATEGORY_END()
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#undef RULE_CATEGORY
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#undef RULE_CATEGORY
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@ -24,7 +24,6 @@
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void ZoneReload::HotReloadQuests()
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void ZoneReload::HotReloadQuests()
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{
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{
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BenchTimer timer;
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BenchTimer timer;
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timer.reset();
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entity_list.ClearAreas();
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entity_list.ClearAreas();
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@ -33,6 +32,7 @@ void ZoneReload::HotReloadQuests()
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if (RuleB(HotReload, QuestsRepopWithReload)) {
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if (RuleB(HotReload, QuestsRepopWithReload)) {
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zone->Repop(0);
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zone->Repop(0);
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}
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}
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zone->SetQuestHotReloadQueued(false);
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zone->SetQuestHotReloadQueued(false);
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LogHotReload(
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LogHotReload(
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