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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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@@ -80,7 +80,7 @@ public:
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virtual ~NPC();
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//abstract virtual function implementations requird by base abstract class
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virtual void Death(Mob* killerMob, int32 damage, uint16 spell_id, SkillType attack_skill);
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virtual bool Death(Mob* killerMob, int32 damage, uint16 spell_id, SkillType attack_skill);
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virtual void Damage(Mob* from, int32 damage, uint16 spell_id, SkillType attack_skill, bool avoidable = true, int8 buffslot = -1, bool iBuffTic = false);
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virtual bool Attack(Mob* other, int Hand = 13, bool FromRiposte = false, bool IsStrikethrough = false, bool IsFromSpell = false);
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virtual bool HasRaid() { return false; }
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