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Add Buff infrastructure to go through different logic paths from different patches (#5073)
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@@ -43,7 +43,7 @@ namespace EQ
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typedef void(*NPCArgumentHandler)(QuestInterface*, lua_State*, NPC*, Mob*, std::string, uint32, std::vector<std::any>*);
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typedef void(*PlayerArgumentHandler)(QuestInterface*, lua_State*, Client*, std::string, uint32, std::vector<std::any>*);
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typedef void(*ItemArgumentHandler)(QuestInterface*, lua_State*, Client*, EQ::ItemInstance*, Mob*, std::string, uint32, std::vector<std::any>*);
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typedef void(*SpellArgumentHandler)(QuestInterface*, lua_State*, Mob*, Client*, uint32, std::string, uint32, std::vector<std::any>*);
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typedef void(*SpellArgumentHandler)(QuestInterface*, lua_State*, Mob*, Client*, int32, std::string, uint32, std::vector<std::any>*);
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typedef void(*EncounterArgumentHandler)(QuestInterface*, lua_State*, Encounter* encounter, std::string, uint32, std::vector<std::any>*);
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typedef void(*BotArgumentHandler)(QuestInterface*, lua_State*, Bot*, Mob*, std::string, uint32, std::vector<std::any>*);
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typedef void(*MercArgumentHandler)(QuestInterface*, lua_State*, Merc*, Mob*, std::string, uint32, std::vector<std::any>*);
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@@ -1060,7 +1060,7 @@ void handle_spell_event(
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lua_State* L,
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Mob* mob,
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Client* client,
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uint32 spell_id,
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int32 spell_id,
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std::string data,
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uint32 extra_data,
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std::vector<std::any> *extra_pointers
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@@ -1071,7 +1071,7 @@ void handle_translocate_finish(
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lua_State* L,
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Mob* mob,
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Client* client,
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uint32 spell_id,
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int32 spell_id,
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std::string data,
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uint32 extra_data,
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std::vector<std::any> *extra_pointers
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@@ -1082,7 +1082,7 @@ void handle_spell_null(
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lua_State* L,
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Mob* mob,
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Client* client,
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uint32 spell_id,
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int32 spell_id,
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std::string data,
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uint32 extra_data,
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std::vector<std::any> *extra_pointers
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