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[Spells Cleanup] Unify and add most hardcoded spell IDs (#1438)
Move the newer stuff added that was recently to the same place all of our previous spell IDs were defined. Either of these solutions were good, but I went with defines since it was less changes I also added a bunch of stuff the client has hardcoded behavior for, but not currently implemented by us. The removed stuff from the command_castspell were reused on live, so I figured it was best to remove them from the restrictions since they are no longer test spells
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@@ -3444,7 +3444,7 @@ void Mob::CommonDamage(Mob* attacker, int &damage, const uint16 spell_id, const
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bool FromDamageShield = (skill_used == EQ::skills::SkillAbjuration);
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bool ignore_invul = false;
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if (IsValidSpell(spell_id))
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ignore_invul = spell_id == 982 || spells[spell_id].cast_not_standing; // cazic touch
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ignore_invul = spell_id == SPELL_CAZIC_TOUCH || spells[spell_id].cast_not_standing;
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if (!ignore_invul && (GetInvul() || DivineAura())) {
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LogCombat("Avoiding [{}] damage due to invulnerability", damage);
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