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Fixed merchantlist probability.
NPCs were setting a singular chance value and each item was checking based on this value, making the probability field not a random chance per item. This removes the probability field from NPCs, SetMerchantProbability() and GetMerchantProbability() and makes the probability field truly random chance. Special thanks to ChaosSlayerZ for noticing the issue here: http://www.eqemulator.org/forums/showthread.php?t=41731
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@@ -244,6 +244,7 @@ public:
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void AddArea(int id, int type, float min_x, float max_x, float min_y, float max_y, float min_z, float max_z);
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void RemoveArea(int id);
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void ClearAreas();
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void ReloadMerchants();
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void ProcessProximitySay(const char *Message, Client *c, uint8 language = 0);
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void SendAATimer(uint32 charid,UseAA_Struct* uaa);
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Doors *FindDoor(uint8 door_id);
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