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Fully implemented QuestReward. (credit to Cavedude on EQMacEmu)
Syntax on NPC is: e.other:QuestReward(e.self,copper,silver,gold,platinum,item,experience,factionid,factionvalue); This will give you any or all of the rewards and their messages with one call, including the quest ding sound. Any item is sent to your inventory, like SummonItem does now. The coin message is generated by the client, and will give you a message for each coin type (You recieve 5 copper...). No way around that, but it's still useful if the reward only calls for a single type.
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@@ -493,7 +493,6 @@ public:
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inline bool CheckLastLosState() const { return last_los_check; }
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//Quest
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void QuestReward(Client *c = nullptr, uint32 silver = 0, uint32 gold = 0, uint32 platinum = 0);
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void CameraEffect(uint32 duration, uint32 intensity, Client *c = nullptr, bool global = false);
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inline bool GetQglobal() const { return qglobal; }
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