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@ -875,7 +875,6 @@ void SetConsumption(int32 in_hunger, int32 in_thirst);
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bool TrainDiscipline(uint32 itemid);
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void SendDisciplineUpdate();
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bool UseDiscipline(uint32 spell_id, uint32 target);
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void SendDisciplineTimer(uint32 timer_id, uint32 duration, uint16 spell_id = SPELL_UNKNOWN);
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bool CheckTitle(int titleset);
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void EnableTitle(int titleset);
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@ -696,7 +696,16 @@ bool Client::UseDiscipline(uint32 spell_id, uint32 target) {
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return true;
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}
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SendDisciplineTimer(spells[spell_id].EndurTimerIndex, reduced_recast);
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CastSpell(spell_id, target, DISCIPLINE_SPELL_SLOT, -1, -1, 0, -1, (uint32)DiscTimer, reduced_recast);
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if(spells[spell_id].EndurTimerIndex < MAX_DISCIPLINE_TIMERS)
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{
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EQApplicationPacket *outapp = new EQApplicationPacket(OP_DisciplineTimer, sizeof(DisciplineTimer_Struct));
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DisciplineTimer_Struct *dts = (DisciplineTimer_Struct *)outapp->pBuffer;
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dts->TimerID = spells[spell_id].EndurTimerIndex;
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dts->Duration = reduced_recast;
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QueuePacket(outapp);
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safe_delete(outapp);
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}
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}
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else
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{
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@ -705,22 +714,6 @@ bool Client::UseDiscipline(uint32 spell_id, uint32 target) {
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return(true);
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}
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void Client::SendDisciplineTimer(uint32 timer_id, uint32 duration, uint16 spell_id)
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{
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if (!timer_id && IsValidSpell(spell_id))
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timer_id = spells[spell_id].EndurTimerIndex;
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if(duration > 0 && timer_id && (timer_id < MAX_DISCIPLINE_TIMERS))
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{
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EQApplicationPacket *outapp = new EQApplicationPacket(OP_DisciplineTimer, sizeof(DisciplineTimer_Struct));
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DisciplineTimer_Struct *dts = (DisciplineTimer_Struct *)outapp->pBuffer;
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dts->TimerID = timer_id;
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dts->Duration = duration;
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QueuePacket(outapp);
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safe_delete(outapp);
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}
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}
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void EntityList::AETaunt(Client* taunter, float range)
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{
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if (range == 0)
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@ -2256,10 +2256,6 @@ bool Mob::SpellFinished(uint16 spell_id, Mob *spell_target, uint16 slot, uint16
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}
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}
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//Disc Timer needs to be sent before and after the spell packet.
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if (IsClient() && spells[spell_id].IsDisciplineBuff && spells[spell_id].EndurTimerIndex)
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CastToClient()->SendDisciplineTimer(casting_spell_timer, casting_spell_timer_duration);
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if(IsNPC())
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CastToNPC()->AI_Event_SpellCastFinished(true, slot);
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