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Implement SE_SummonToCorpse
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@ -485,7 +485,7 @@ typedef enum {
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#define SE_ManaAbsorbPercentDamage 329 // implemented
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#define SE_CriticalDamageMob 330 // implemented
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#define SE_Salvage 331 // implemented - chance to recover items that would be destroyed in failed tradeskill combine
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//#define SE_SummonToCorpse 332 // *not implemented AA - Call of the Wild (Druid/Shaman Res spell with no exp)
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#define SE_SummonToCorpse 332 // *not implemented AA - Call of the Wild (Druid/Shaman Res spell with no exp)
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#define SE_CastOnRuneFadeEffect 333 // implemented
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#define SE_BardAEDot 334 // implemented
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#define SE_BlockNextSpellFocus 335 // implemented - base1 chance to block next spell ie Puratus (8494)
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@ -1650,6 +1650,7 @@ bool Mob::SpellEffect(Mob* caster, uint16 spell_id, float partial, int level_ove
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break;
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}
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case SE_SummonToCorpse:
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case SE_Revive:
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{
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#ifdef SPELL_EFFECT_SPAM
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@ -722,10 +722,12 @@ void WorldServer::Process() {
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Log.Out(Logs::Detail, Logs::Spells, "OP_RezzComplete received in zone %s for corpse %s",
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zone->GetShortName(), srs->rez.corpse_name);
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Log.Out(Logs::Detail, Logs::Spells, "Found corpse. Marking corpse as rezzed.");
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Log.Out(Logs::Detail, Logs::Spells, "Found corpse. Marking corpse as rezzed if needed.");
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// I don't know why Rezzed is not set to true in CompleteRezz().
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corpse->IsRezzed(true);
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corpse->CompleteResurrection();
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if (!IsEffectInSpell(srs->rez.spellid, SE_SummonToCorpse)) {
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corpse->IsRezzed(true);
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corpse->CompleteResurrection();
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}
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}
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}
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