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Fix for numhits counter not working where buffslot was 0 in some situations.
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@ -3059,7 +3059,7 @@ void Mob::TriggerOnCast(uint32 focus_spell, uint32 spell_id, bool aa_trigger)
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if(IsValidSpell(trigger_spell_id) && GetTarget()){
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if(IsValidSpell(trigger_spell_id) && GetTarget()){
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SpellFinished(trigger_spell_id, GetTarget(),10, 0, -1, spells[trigger_spell_id].ResistDiff);
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SpellFinished(trigger_spell_id, GetTarget(),10, 0, -1, spells[trigger_spell_id].ResistDiff);
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CheckNumHitsRemaining(NUMHIT_MatchingSpells,0, focus_spell);
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CheckNumHitsRemaining(NUMHIT_MatchingSpells,-1, focus_spell);
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}
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}
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}
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}
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}
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}
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@ -3396,7 +3396,7 @@ void Mob::TrySympatheticProc(Mob *target, uint32 spell_id)
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SpellFinished(focus_trigger, target, 10, 0, -1, spells[focus_trigger].ResistDiff);
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SpellFinished(focus_trigger, target, 10, 0, -1, spells[focus_trigger].ResistDiff);
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}
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}
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CheckNumHitsRemaining(NUMHIT_MatchingSpells, 0, focus_spell);
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CheckNumHitsRemaining(NUMHIT_MatchingSpells, -1, focus_spell);
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}
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}
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}
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}
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@ -275,7 +275,7 @@ public:
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int16 GetBuffSlotFromType(uint16 type);
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int16 GetBuffSlotFromType(uint16 type);
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uint16 GetSpellIDFromSlot(uint8 slot);
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uint16 GetSpellIDFromSlot(uint8 slot);
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int CountDispellableBuffs();
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int CountDispellableBuffs();
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void CheckNumHitsRemaining(uint8 type, uint32 buff_slot=0, uint16 spell_id=SPELL_UNKNOWN);
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void CheckNumHitsRemaining(uint8 type, uint32 buff_slot=-1, uint16 spell_id=SPELL_UNKNOWN);
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bool HasNumhits() const { return has_numhits; }
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bool HasNumhits() const { return has_numhits; }
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inline void Numhits(bool val) { has_numhits = val; }
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inline void Numhits(bool val) { has_numhits = val; }
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bool HasMGB() const { return has_MGB; }
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bool HasMGB() const { return has_MGB; }
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@ -5586,8 +5586,8 @@ void Mob::CheckNumHitsRemaining(uint8 type, uint32 buff_slot, uint16 spell_id)
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}
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}
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}
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}
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}
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}
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} else if (type == 7) {
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} else if (type == NUMHIT_MatchingSpells) {
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if (buff_slot > 0) {
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if (buff_slot >= 0) {
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if (--buffs[buff_slot].numhits == 0) {
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if (--buffs[buff_slot].numhits == 0) {
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CastOnNumHitFade(buffs[buff_slot].spellid);
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CastOnNumHitFade(buffs[buff_slot].spellid);
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if (!TryFadeEffect(buff_slot))
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if (!TryFadeEffect(buff_slot))
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