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SummonAllCorpses converted to xyz_heading
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@ -4942,13 +4942,11 @@ void Client::SummonAndRezzAllCorpses()
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Message(clientMessageYellow, "All your corpses have been summoned to your feet and have received a 100% resurrection.");
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}
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void Client::SummonAllCorpses(float dest_x, float dest_y, float dest_z, float dest_heading)
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void Client::SummonAllCorpses(const xyz_heading& position)
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{
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if(dest_x == 0 && dest_y == 0 && dest_z == 0 && dest_heading == 0)
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{
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dest_x = GetX(); dest_y = GetY(); dest_z = GetZ(); dest_heading = GetHeading();
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}
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auto summonLocation = position;
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if(position.m_X == 0.0f && position.m_Y == 0.0f && position.m_Z == 0.0f && position.m_Heading == 0.0f)
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summonLocation = GetPosition();
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ServerPacket *Pack = new ServerPacket(ServerOP_DepopAllPlayersCorpses, sizeof(ServerDepopAllPlayersCorpses_Struct));
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@ -4964,12 +4962,7 @@ void Client::SummonAllCorpses(float dest_x, float dest_y, float dest_z, float de
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entity_list.RemoveAllCorpsesByCharID(CharacterID());
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int CorpseCount = database.SummonAllCharacterCorpses(CharacterID(), zone->GetZoneID(), zone->GetInstanceID(),
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xyz_heading(dest_x, dest_y, dest_z, dest_heading));
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if(CorpseCount <= 0)
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{
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return;
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}
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database.SummonAllCharacterCorpses(CharacterID(), zone->GetZoneID(), zone->GetInstanceID(), summonLocation);
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}
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void Client::DepopAllCorpses()
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@ -1026,7 +1026,7 @@ void SetConsumption(int32 in_hunger, int32 in_thirst);
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void DoItemEnterZone();
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bool DoItemEnterZone(uint32 slot_x, uint32 slot_y); // behavior change: 'slot_y' is now [RANGE]_END and not [RANGE]_END + 1
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void SummonAndRezzAllCorpses();
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void SummonAllCorpses(float dest_x, float dest_y, float dest_z, float dest_heading);
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void SummonAllCorpses(const xyz_heading& position);
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void DepopAllCorpses();
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void DepopPlayerCorpse(uint32 dbid);
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void BuryPlayerCorpses();
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@ -1753,7 +1753,7 @@ bool QuestManager::summonallplayercorpses(uint32 char_id, const xyz_heading& pos
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return false;
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Client* c = entity_list.GetClientByCharID(char_id);
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c->SummonAllCorpses(position.m_X, position.m_Y, position.m_Z, position.m_Heading);
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c->SummonAllCorpses(position);
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return true;
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}
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