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Nimbus effects will now be reapplied after zoning.
Nimbus effects will now fade when associated buff is removed. Fix for ReduceAllDamage function.
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@@ -4016,6 +4016,9 @@ void Mob::BuffFadeBySlot(int slot, bool iRecalcBonuses)
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if (!found_numhits)
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Numhits(false);
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}
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if (spells[buffs[slot].spellid].NimbusEffect > 0)
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RemoveNimbusEffect(spells[buffs[slot].spellid].NimbusEffect);
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buffs[slot].spellid = SPELL_UNKNOWN;
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if(IsPet() && GetOwner() && GetOwner()->IsClient()) {
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