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Removed some hardcoded logic for racing (#1075)
Including return world and what activity ID to use for rewards
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@@ -50,6 +50,7 @@ public:
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Entity* GetZoneControlObject() { return m_ZoneControlObject; }
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bool GetPlayerLoseCoinOnDeath() { return m_PlayerLoseCoinsOnDeath; }
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uint32_t GetUniqueMissionIdStartingValue();
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bool CheckIfAccessibleZone(LWOMAPID zoneID);
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// The world config should not be modified by a caller.
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const WorldConfig* GetWorldConfig() {
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