quest, convo, mob, and spawn fixes
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@@ -15,11 +15,11 @@ void main()
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object oPC=GetEnteringObject();
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object oIntensity=GetNearestObjectByTag("FB1_INTENSITY",oPC);
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object oArea=GetArea(oPC);
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int nIntensity=3;
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int nIntensity=0;
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if (oIntensity!=OBJECT_INVALID)
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nIntensity=StringToInt(GetName(oIntensity));
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SetLocalInt(oPC,"FB1_Intensity",nIntensity);
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if (nIntensity<1) nIntensity=1;
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if (nIntensity<1) nIntensity=0;
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if(GetIsDM(oPC)) return;
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@@ -45,7 +45,7 @@ void fnHeatEffects(object oPC,object oArea)
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nTotalIntensity=GetLocalInt(oPC,"FB1_Intensity");
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oItem=GetItemInSlot(INVENTORY_SLOT_CHEST,oPC);
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sTag=GetTag(oItem);
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if (GetIsNight()==TRUE) nTotalIntensity=nTotalIntensity+10;
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if (GetIsNight()==TRUE) nTotalIntensity=nTotalIntensity+0;
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if (GetWeather(oArea)==WEATHER_SNOW) nTotalIntensity=nTotalIntensity-3;
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if (GetWeather(oArea)==WEATHER_RAIN) nTotalIntensity=nTotalIntensity+3;
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if (oItem!=OBJECT_INVALID)
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@@ -57,7 +57,7 @@ void fnHeatEffects(object oPC,object oArea)
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} // check clothing
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else
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{ // no clothes
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nTotalIntensity=nTotalIntensity+20;
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nTotalIntensity=nTotalIntensity+0;
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} // no clothes
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oItem=GetItemInSlot(INVENTORY_SLOT_CLOAK,oPC);
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sTag=GetTag(oItem);
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