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	Refactored how zones work. Cleaned out a lot of duplciations and smoothed out how Zones/PrivateAreas work.
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		| @@ -98,7 +98,7 @@ namespace Meteor.Map.actors.chara.ai.controllers | ||||
|             { | ||||
|                 if (!owner.neutral && owner.IsAlive()) | ||||
|                 { | ||||
|                     foreach (var chara in owner.zone.GetActorsAroundActor<Character>(owner, 50)) | ||||
|                     foreach (var chara in owner.CurrentArea.GetActorsAroundActor<Character>(owner, 50)) | ||||
|                     { | ||||
|                         if (chara.allegiance == owner.allegiance) | ||||
|                            continue; | ||||
| @@ -276,7 +276,7 @@ namespace Meteor.Map.actors.chara.ai.controllers | ||||
|                     { | ||||
|                         if (owner.target is Player) | ||||
|                         { | ||||
|                             foreach (var chara in owner.zone.GetActorsAroundActor<Character>(owner, 1)) | ||||
|                             foreach (var chara in owner.CurrentArea.GetActorsAroundActor<Character>(owner, 1)) | ||||
|                             { | ||||
|                                 if (chara == owner) | ||||
|                                     continue; | ||||
| @@ -404,7 +404,7 @@ namespace Meteor.Map.actors.chara.ai.controllers | ||||
|  | ||||
|         public virtual bool CanSeePoint(float x, float y, float z) | ||||
|         { | ||||
|             return NavmeshUtils.CanSee((Zone)owner.zone, owner.positionX, owner.positionY, owner.positionZ, x, y, z); | ||||
|             return NavmeshUtils.CanSee((Zone)owner.CurrentArea, owner.positionX, owner.positionY, owner.positionZ, x, y, z); | ||||
|         } | ||||
|  | ||||
|         protected virtual void HandleHate() | ||||
| @@ -420,7 +420,7 @@ namespace Meteor.Map.actors.chara.ai.controllers | ||||
|                 owner.currentLockedTarget = target?.actorId ?? Actor.INVALID_ACTORID; | ||||
|                 owner.currentTarget = target?.actorId ?? Actor.INVALID_ACTORID; | ||||
|  | ||||
|                  foreach (var player in owner.zone.GetActorsAroundActor<Player>(owner, 50)) | ||||
|                  foreach (var player in owner.CurrentArea.GetActorsAroundActor<Player>(owner, 50)) | ||||
|                     player.QueuePacket(owner.GetHateTypePacket(player)); | ||||
|  | ||||
|                 base.ChangeTarget(target); | ||||
|   | ||||
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