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Add proximity show to devtools
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+12
-9
@@ -1716,20 +1716,23 @@ void QuestManager::respawn(int npcTypeID, int grid) {
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}
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}
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void QuestManager::set_proximity(float minx, float maxx, float miny, float maxy, float minz, float maxz, bool bSay) {
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void QuestManager::set_proximity(float minx, float maxx, float miny, float maxy, float minz, float maxz, bool bSay)
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{
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QuestManagerCurrentQuestVars();
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if (!owner || !owner->IsNPC())
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if (!owner || !owner->IsNPC()) {
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return;
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}
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entity_list.AddProximity(owner->CastToNPC());
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owner->CastToNPC()->proximity->min_x = minx;
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owner->CastToNPC()->proximity->max_x = maxx;
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owner->CastToNPC()->proximity->min_y = miny;
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owner->CastToNPC()->proximity->max_y = maxy;
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owner->CastToNPC()->proximity->min_z = minz;
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owner->CastToNPC()->proximity->max_z = maxz;
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owner->CastToNPC()->proximity->say = bSay;
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owner->CastToNPC()->proximity->min_x = minx;
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owner->CastToNPC()->proximity->max_x = maxx;
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owner->CastToNPC()->proximity->min_y = miny;
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owner->CastToNPC()->proximity->max_y = maxy;
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owner->CastToNPC()->proximity->min_z = minz;
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owner->CastToNPC()->proximity->max_z = maxz;
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owner->CastToNPC()->proximity->say = bSay;
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owner->CastToNPC()->proximity->proximity_set = true;
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}
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void QuestManager::clear_proximity() {
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