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Updated npc spell types to 32-bit mask
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+2
-2
@@ -54,7 +54,7 @@ typedef struct {
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} NPCProximity;
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struct AISpells_Struct {
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uint16 type; // 0 = never, must be one (and only one) of the defined values
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uint32 type; // 0 = never, must be one (and only one) of the defined values
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uint16 spellid; // <= 0 = no spell
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int16 manacost; // -1 = use spdat, -2 = no cast time
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uint32 time_cancast; // when we can cast this spell next
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@@ -453,7 +453,7 @@ protected:
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uint32* pDontCastBefore_casting_spell;
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std::vector<AISpells_Struct> AIspells;
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bool HasAISpell;
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virtual bool AICastSpell(Mob* tar, uint8 iChance, uint16 iSpellTypes);
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virtual bool AICastSpell(Mob* tar, uint8 iChance, uint32 iSpellTypes);
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virtual bool AIDoSpellCast(uint8 i, Mob* tar, int32 mana_cost, uint32* oDontDoAgainBefore = 0);
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AISpellsVar_Struct AISpellVar;
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int16 GetFocusEffect(focusType type, uint16 spell_id);
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