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graveyard_x(), graveyard_y(), graveyard_z(), and graveyard_heading() converted to GetGraveyardPoint()
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@ -766,8 +766,7 @@ bool Corpse::Process() {
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Save();
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player_corpse_depop = true;
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database.SendCharacterCorpseToGraveyard(corpse_db_id, zone->graveyard_zoneid(),
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(zone->GetZoneID() == zone->graveyard_zoneid()) ? zone->GetInstanceID() : 0, xyz_heading(zone->graveyard_x(),
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zone->graveyard_y(), zone->graveyard_z(), zone->graveyard_heading()));
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(zone->GetZoneID() == zone->graveyard_zoneid()) ? zone->GetInstanceID() : 0, zone->GetGraveyardPoint());
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corpse_graveyard_timer.Disable();
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ServerPacket* pack = new ServerPacket(ServerOP_SpawnPlayerCorpse, sizeof(SpawnPlayerCorpse_Struct));
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SpawnPlayerCorpse_Struct* spc = (SpawnPlayerCorpse_Struct*)pack->pBuffer;
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@ -791,7 +791,7 @@ Zone::Zone(uint32 in_zoneid, uint32 in_instanceid, const char* in_short_name)
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LogFile->write(EQEMuLog::Debug, "Graveyard ID is %i.", graveyard_id());
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bool GraveYardLoaded = database.GetZoneGraveyard(graveyard_id(), &pgraveyard_zoneid, &m_Graveyard.m_X, &m_Graveyard.m_Y, &m_Graveyard.m_Z, &m_Graveyard.m_Heading);
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if(GraveYardLoaded)
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LogFile->write(EQEMuLog::Debug, "Loaded a graveyard for zone %s: graveyard zoneid is %u x is %f y is %f z is %f heading is %f.", short_name, graveyard_zoneid(), graveyard_x(), graveyard_y(), graveyard_z(), graveyard_heading());
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LogFile->write(EQEMuLog::Debug, "Loaded a graveyard for zone %s: graveyard zoneid is %u at %s.", short_name, graveyard_zoneid(), to_string(m_Graveyard).c_str());
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else
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LogFile->write(EQEMuLog::Error, "Unable to load the graveyard id %i for zone %s.", graveyard_id(), short_name);
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}
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@ -112,10 +112,6 @@ public:
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inline xyz_location GetSafePoint() { return m_SafePoint; }
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inline const uint32& graveyard_zoneid() { return pgraveyard_zoneid; }
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inline xyz_heading GetGraveyardPoint() { return m_Graveyard; }
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inline const float& graveyard_x() { return m_Graveyard.m_X; }
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inline const float& graveyard_y() { return m_Graveyard.m_Y; }
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inline const float& graveyard_z() { return m_Graveyard.m_Z; }
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inline const float& graveyard_heading() { return m_Graveyard.m_Heading; }
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inline const uint32& graveyard_id() { return pgraveyard_id; }
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inline const uint32& GetMaxClients() { return pMaxClients; }
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