|  |  |  | @ -569,14 +569,22 @@ public class NPC extends AbstractCharacter {@@ -569,14 +569,22 @@ public class NPC extends AbstractCharacter { | 
			
		
	
		
			
				
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					|  |  |  |  |         npcWithoutID.setLevel(level); | 
			
		
	
		
			
				
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					|  |  |  |  |         if (npcWithoutID.mobBase == null) { | 
			
		
	
		
			
				
					|  |  |  |  |         if (npcWithoutID.mobBase == null) | 
			
		
	
		
			
				
					|  |  |  |  |             return null; | 
			
		
	
		
			
				
					|  |  |  |  |         } | 
			
		
	
		
			
				
					|  |  |  |  |         if (parent != null) { | 
			
		
	
		
			
				
					|  |  |  |  |             npcWithoutID.setRelPos(parent, spawn.x - parent.absX, spawn.y - parent.absY, spawn.z - parent.absZ); | 
			
		
	
		
			
				
					|  |  |  |  |         } | 
			
		
	
		
			
				
					|  |  |  |  |         npcWithoutID.setLoc(new Vector3fImmutable(npcWithoutID.statLat,npcWithoutID.statAlt,npcWithoutID.statLon)); | 
			
		
	
		
			
				
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					|  |  |  |  |         // Parent zone is required by dbhandler.  Can likely
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					|  |  |  |  |         // refactor that out and just use the id.
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					|  |  |  |  |         npcWithoutID.parentZone = parent; | 
			
		
	
		
			
				
					|  |  |  |  |         npcWithoutID.parentZoneID = parent.getObjectUUID(); | 
			
		
	
		
			
				
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					|  |  |  |  |         // NPC in a Building derives position from slot
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					|  |  |  |  |         if (npcWithoutID.building != null) | 
			
		
	
		
			
				
					|  |  |  |  |             npcWithoutID.bindLoc = Vector3fImmutable.ZERO; | 
			
		
	
		
			
				
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					|  |  |  |  |         NPC npc; | 
			
		
	
		
			
				
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					|  |  |  |  |         try { | 
			
		
	
		
			
				
					|  |  |  |  |             npc = DbManager.NPCQueries.ADD_NPC(npcWithoutID, isMob); | 
			
		
	
		
			
				
					|  |  |  |  |             npc.setObjectTypeMask(MBServerStatics.MASK_NPC); | 
			
		
	
	
		
			
				
					|  |  |  | @ -585,7 +593,6 @@ public class NPC extends AbstractCharacter {@@ -585,7 +593,6 @@ public class NPC extends AbstractCharacter { | 
			
		
	
		
			
				
					|  |  |  |  |             npc = null; | 
			
		
	
		
			
				
					|  |  |  |  |         } | 
			
		
	
		
			
				
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					|  |  |  |  |         return npc; | 
			
		
	
		
			
				
					|  |  |  |  |     } | 
			
		
	
		
			
				
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