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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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@@ -255,7 +255,7 @@ public:
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virtual uint32 GetEquipmentColor(uint8 material_slot) const;
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virtual uint32 IsEliteMaterialItem(uint8 material_slot) const;
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bool AffectedBySpellExcludingSlot(int slot, int effect);
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virtual void Death(Mob* killerMob, int32 damage, uint16 spell_id, SkillType attack_skill) = 0;
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virtual bool Death(Mob* killerMob, int32 damage, uint16 spell_id, SkillType attack_skill) = 0;
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virtual void Damage(Mob* from, int32 damage, uint16 spell_id, SkillType attack_skill,
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bool avoidable = true, int8 buffslot = -1, bool iBuffTic = false) = 0;
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inline virtual void SetHP(int32 hp) { if (hp >= max_hp) cur_hp = max_hp; else cur_hp = hp;}
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