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*Fix build.
--HG-- branch : trunk
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@@ -130,7 +130,7 @@ struct TRINITY_DLL_DECL npc_mistAI : public ScriptedAI
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void JustDied(Unit* pKiller)
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{
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if (Player* pPlayer = Unit::GetPlayer(uiPlayerGUID))
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pPlayer->FailTimedQuest(QUEST_MIST);
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pPlayer->FailQuest(QUEST_MIST);
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uiPlayerGUID = 0;
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m_creature->GetMotionMaster()->MovementExpired();
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+1
-1
@@ -13203,7 +13203,7 @@ void Player::FailQuest(uint32 questId)
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SetQuestSlotState(log_slot, QUEST_STATE_FAIL);
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}
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if (pQuest->HasFlag(QUEST_MANGOS_FLAGS_TIMED))
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if (pQuest->HasFlag(QUEST_TRINITY_FLAGS_TIMED))
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{
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QuestStatusData& q_status = mQuestStatus[questId];
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