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Fix for quest::depop and quest::respawn not functioning
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9e1115f899
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@ -596,12 +596,18 @@ void QuestManager::depop(int npc_type) {
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tmp->CastToNPC()->Depop();
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tmp->CastToNPC()->Depop();
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}
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}
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else {
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else {
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depop_npc = true;
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running_quest e = quests_running_.top();
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e.depop_npc = true;
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quests_running_.pop();
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quests_running_.push(e);
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}
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}
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}
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}
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}
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}
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else { //depop self
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else { //depop self
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depop_npc = true;
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running_quest e = quests_running_.top();
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e.depop_npc = true;
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quests_running_.pop();
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quests_running_.push(e);
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}
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}
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}
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}
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}
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}
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@ -1572,7 +1578,11 @@ void QuestManager::respawn(int npc_type, int grid) {
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y = owner->GetY();
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y = owner->GetY();
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z = owner->GetZ();
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z = owner->GetZ();
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h = owner->GetHeading();
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h = owner->GetHeading();
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depop_npc = true;
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running_quest e = quests_running_.top();
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e.depop_npc = true;
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quests_running_.pop();
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quests_running_.push(e);
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const NPCType* tmp = 0;
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const NPCType* tmp = 0;
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if ((tmp = database.GetNPCType(npc_type)))
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if ((tmp = database.GetNPCType(npc_type)))
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