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Updated npc spell types to 32-bit mask
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+2
-2
@@ -47,7 +47,7 @@ extern Zone *zone;
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#endif
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//NOTE: do NOT pass in beneficial and detrimental spell types into the same call here!
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bool NPC::AICastSpell(Mob* tar, uint8 iChance, uint16 iSpellTypes) {
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bool NPC::AICastSpell(Mob* tar, uint8 iChance, uint32 iSpellTypes) {
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if (!tar)
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return false;
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@@ -344,7 +344,7 @@ bool NPC::AIDoSpellCast(uint8 i, Mob* tar, int32 mana_cost, uint32* oDontDoAgain
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return CastSpell(AIspells[i].spellid, tar->GetID(), EQEmu::CastingSlot::Gem2, AIspells[i].manacost == -2 ? 0 : -1, mana_cost, oDontDoAgainBefore, -1, -1, 0, &(AIspells[i].resist_adjust));
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}
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bool EntityList::AICheckCloseBeneficialSpells(NPC* caster, uint8 iChance, float iRange, uint16 iSpellTypes) {
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bool EntityList::AICheckCloseBeneficialSpells(NPC* caster, uint8 iChance, float iRange, uint32 iSpellTypes) {
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if((iSpellTypes&SpellTypes_Detrimental) != 0) {
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//according to live, you can buff and heal through walls...
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//now with PCs, this only applies if you can TARGET the target, but
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