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Fix for a few of the Cast on Fade effects to make sure the trigger spell
hits the correct target type.
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@ -3659,7 +3659,7 @@ void Mob::DoBuffTic(const Buffs_Struct &buff, int slot, Mob *caster)
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case SE_CastOnFadeEffectNPC:
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case SE_CastOnFadeEffectAlways: {
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if (buff.ticsremaining == 0) {
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SpellOnTarget(spells[buff.spellid].base[i], this);
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SpellFinished(spells[buff.spellid].base[i], this, EQEmu::CastingSlot::Item, 0, -1, spells[spells[buff.spellid].base[i]].ResistDiff);
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}
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break;
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}
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