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Many fixes to regressions in perl and cleaning up the final interface
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@@ -151,7 +151,7 @@ void handle_npc_hate(QuestInterface *parse, lua_State* L, NPC* npc, Mob *init, s
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void handle_npc_signal(QuestInterface *parse, lua_State* L, NPC* npc, Mob *init, std::string data, uint32 extra_data,
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std::vector<ItemInst*> *items) {
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lua_pushinteger(L, std::stoi(data));
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lua_setfield(L, -2, "signal_id");
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lua_setfield(L, -2, "signal");
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}
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void handle_npc_timer(QuestInterface *parse, lua_State* L, NPC* npc, Mob *init, std::string data, uint32 extra_data,
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@@ -243,7 +243,7 @@ void handle_player_death(QuestInterface *parse, lua_State* L, Client* client, st
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}
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lua_pushinteger(L, std::stoi(sep.arg[3]));
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lua_setfield(L, -2, "skill_id");
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lua_setfield(L, -2, "skill");
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}
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void handle_player_timer(QuestInterface *parse, lua_State* L, Client* client, std::string data, uint32 extra_data) {
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@@ -379,8 +379,8 @@ void handle_player_command(QuestInterface *parse, lua_State* L, Client* client,
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luabind::object args = luabind::newtable(L);
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int max_args = sep.GetMaxArgNum();
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for(int i = 1; i < max_args; ++i) {
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if(strlen(sep.arg[0]) > 0) {
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args[i] = sep.arg[i];
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if(strlen(sep.arg[i]) > 0) {
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args[i] = std::string(sep.arg[i]);
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}
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}
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