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Implementation clean-up
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@@ -162,8 +162,6 @@ Corpse::Corpse(NPC* in_npc, ItemList* in_itemlist, uint32 in_npctypeid, const NP
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{
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corpse_graveyard_timer.Disable();
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//memset(item_tint, 0, sizeof(item_tint));
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is_corpse_changed = false;
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is_player_corpse = false;
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is_locked = false;
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@@ -277,8 +275,6 @@ Corpse::Corpse(Client* client, int32 in_rezexp) : Mob (
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corpse_graveyard_timer.Disable();
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}
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//memset(item_tint, 0, sizeof(item_tint));
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for (i = 0; i < MAX_LOOTERS; i++){
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allowed_looters[i] = 0;
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}
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@@ -502,8 +498,6 @@ EQEmu::TintProfile(),
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if (!zone->HasGraveyard() || wasAtGraveyard)
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corpse_graveyard_timer.Disable();
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//memset(item_tint, 0, sizeof(item_tint));
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is_corpse_changed = false;
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is_player_corpse = true;
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is_locked = false;
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