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Changed a bunch of event names, made event_death returning more seamless and fixed up trading quests to have them always face target outside the parser
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+5
-5
@@ -4792,9 +4792,11 @@ Mob* Merc::GetOwnerOrSelf() {
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return Result;
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}
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void Merc::Death(Mob* killerMob, int32 damage, uint16 spell, SkillType attack_skill)
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bool Merc::Death(Mob* killerMob, int32 damage, uint16 spell, SkillType attack_skill)
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{
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NPC::Death(killerMob, damage, spell, attack_skill);
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if(!NPC::Death(killerMob, damage, spell, attack_skill))
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return false;
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Save();
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Mob *give_exp = hate_list.GetDamageTop(this);
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@@ -4809,9 +4811,7 @@ void Merc::Death(Mob* killerMob, int32 damage, uint16 spell, SkillType attack_sk
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if(entity_list.GetCorpseByID(GetID()))
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entity_list.GetCorpseByID(GetID())->Depop();
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if(Suspend())
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{
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}
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return true;
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}
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Client* Merc::GetMercOwner() {
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