message: Persistent.. thanks ldilly
diff: @@ -119,15 +119,15 @@ struct NpcCreator
  NpcGeneratorStore *generators;
  QSet<QString> m_reported_generators;
  - bool checkPersistant(SceneNode *n, const glm::mat4 &v)
  + bool checkPersistent(SceneNode *n, const glm::mat4 &v)
  {
  bool has_npc = false;
  - QString persistant_name;
  + QString persistent_name;
  for (GroupProperty_Data &prop : *n->properties)
  {
  if(prop.propName=="PersistentNPC")
  {
  - persistant_name = prop.propValue;
  + persistent_name = prop.propValue;
  }
  if (prop.propName.contains("NPC", Qt::CaseInsensitive))
  {
  @@ -137,9 +137,9 @@ struct NpcCreator
  }
  if(has_npc && map_instance)
  {
  - qCDebug(logNPCs) << "Attempting to spawn npc" << persistant_name << "at" << v[3][0] << v[3][1] << v[3][2];
  + qCDebug(logNPCs) << "Attempting to spawn npc" << persistent_name << "at" << v[3][0] << v[3][1] << v[3][2];
  const NPCStorage & npc_store(map_instance->serverData().getNPCDefinitions());
  - QString npc_costume_name = convertNpcName(persistant_name);
  + QString npc_costume_name = convertNpcName(persistent_name);
  const Parse_NPC * npc_def = npc_store.npc_by_name(&npc_costume_name);
  if (npc_def)
  {
  @@ -151,7 +151,7 @@ struct NpcCreator
  glm::vec3 angles = glm::eulerAngles(valquat);
  angles.y += glm::pi<float>();
  valquat = glm::quat(angles);
  - e->m_char->setName(makeReadableName(persistant_name));
  + e->m_char->setName(makeReadableName(persistent_name));
  e->m_direction = valquat;
  e->m_entity_data.m_orientation_pyr = {angles.x,angles.y,angles.z};
  e->m_velocity = { 0,0,0 };
  @@ -189,7 +189,7 @@ struct NpcCreator
  {
  if (!n->properties)
  return true;
  - checkPersistant(n,v);
  + checkPersistent(n,v);
  checkGenerators(n,v);
  return true;
  }
  