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Mob::Charmed() should be useful now
We should really clean this up, but this is quicker
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@ -887,7 +887,7 @@ public:
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Mob* GetShieldTarget() const { return shield_target; }
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Mob* GetShieldTarget() const { return shield_target; }
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void SetShieldTarget(Mob* mob) { shield_target = mob; }
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void SetShieldTarget(Mob* mob) { shield_target = mob; }
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bool HasActiveSong() const { return(bardsong != 0); }
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bool HasActiveSong() const { return(bardsong != 0); }
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bool Charmed() const { return charmed; }
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bool Charmed() const { return typeofpet == petCharmed; }
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static uint32 GetLevelHP(uint8 tlevel);
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static uint32 GetLevelHP(uint8 tlevel);
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uint32 GetZoneID() const; //for perl
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uint32 GetZoneID() const; //for perl
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virtual int32 CheckAggroAmount(uint16 spell_id, Mob *target, bool isproc = false);
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virtual int32 CheckAggroAmount(uint16 spell_id, Mob *target, bool isproc = false);
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