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guard_x_saved, guard_y_saved, guard_z_saved, guard_heading_saved converted to m_GuardPointSaved
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4b71d28747
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c060723762
@ -115,7 +115,8 @@ NPC::NPC(const NPCType* d, Spawn2* in_respawn, float x, float y, float z, float
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enraged_timer(1000),
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taunt_timer(TauntReuseTime * 1000),
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m_SpawnPoint(x,y,z,heading),
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m_GuardPoint(-1,-1,-1,0)
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m_GuardPoint(-1,-1,-1,0),
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m_GuardPointSaved(0,0,0,0)
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{
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//What is the point of this, since the names get mangled..
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Mob* mob = entity_list.GetMob(name);
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@ -346,10 +347,6 @@ NPC::NPC(const NPCType* d, Spawn2* in_respawn, float x, float y, float z, float
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reface_timer = new Timer(15000);
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reface_timer->Disable();
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qGlobals = nullptr;
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guard_x_saved = 0;
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guard_y_saved = 0;
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guard_z_saved = 0;
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guard_heading_saved = 0;
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SetEmoteID(d->emoteid);
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InitializeBuffSlots();
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CalcBonuses();
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@ -474,7 +474,7 @@ protected:
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int max_wp;
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int save_wp;
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xyz_heading m_GuardPoint;
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float guard_x_saved, guard_y_saved, guard_z_saved, guard_heading_saved;
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xyz_heading m_GuardPointSaved;
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EmuAppearance guard_anim;
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float roambox_max_x;
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float roambox_max_y;
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@ -1328,16 +1328,10 @@ int ZoneDatabase::GetHighestWaypoint(uint32 zoneid, uint32 gridid) {
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void NPC::SaveGuardSpotCharm()
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{
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guard_x_saved = m_GuardPoint.m_X;
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guard_y_saved = m_GuardPoint.m_Y;
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guard_z_saved = m_GuardPoint.m_Z;
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guard_heading_saved = m_GuardPoint.m_Heading;
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m_GuardPointSaved = m_GuardPoint;
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}
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void NPC::RestoreGuardSpotCharm()
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{
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m_GuardPoint.m_X = guard_x_saved;
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m_GuardPoint.m_Y = guard_y_saved;
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m_GuardPoint.m_Z = guard_z_saved;
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m_GuardPoint.m_Heading = guard_heading_saved;
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m_GuardPoint = m_GuardPointSaved;
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}
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