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Merge pull request #68 from Valorith/codex/fix-suppressed-buff-restore
Fix suppressed buff effect restoration
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commit
40e0aef44f
@ -520,100 +520,13 @@ void Client::ReapplyBuff(uint32 index, bool from_suppress)
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if (!IsValidSpell(buffs[index].spellid))
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return;
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const SPDat_Spell_Struct &spell = spells[buffs[index].spellid];
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int NimbusEffect = GetSpellNimbusEffect(buffs[index].spellid);
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if (NimbusEffect) {
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if (!IsNimbusEffectActive(NimbusEffect))
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SendSpellEffect(NimbusEffect, 500, 0, 1, 3000, true);
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}
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for (int x1 = 0; x1 < EFFECT_COUNT; x1++) {
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switch (spell.effect_id[x1]) {
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case SpellEffect::Illusion: {
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if (GetIllusionBlock()) {
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break;
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}
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if (from_suppress || buffs[index].persistant_buff) {
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Mob *caster = entity_list.GetMobID(buffs[index].casterid);
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ApplySpellEffectIllusion(spell.id, caster, index, spell.base_value[x1], spell.limit_value[x1], spell.max_value[x1]);
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}
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break;
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}
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case SpellEffect::SummonHorse: {
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if (!from_suppress && (RuleB(Character, PreventMountsFromZoning) || !zone->CanCastOutdoor())) {
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BuffFadeByEffect(SpellEffect::SummonHorse);
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} else {
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SummonHorse(buffs[index].spellid);
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}
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break;
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}
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case SpellEffect::Silence:
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{
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Silence(true);
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break;
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}
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case SpellEffect::Amnesia:
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{
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Amnesia(true);
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break;
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}
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case SpellEffect::DivineAura:
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{
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invulnerable = true;
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break;
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}
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case SpellEffect::Invisibility2:
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case SpellEffect::Invisibility:
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{
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SendAppearancePacket(AppearanceType::Invisibility, Invisibility::Invisible);
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break;
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}
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case SpellEffect::Levitate:
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{
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if (!zone->CanLevitate()) {
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if (!GetGM()) {
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SendAppearancePacket(AppearanceType::FlyMode, 0);
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BuffFadeByEffect(SpellEffect::Levitate);
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Message(Chat::Red, "You can't levitate in this zone.");
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break;
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}
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Message(Chat::White, "Your GM flag allows you to levitate in this zone.");
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}
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SendAppearancePacket(
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AppearanceType::FlyMode,
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(
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spell.limit_value[x1] == 1 ?
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EQ::constants::GravityBehavior::LevitateWhileRunning :
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EQ::constants::GravityBehavior::Levitating
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),
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true,
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!from_suppress
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);
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break;
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}
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case SpellEffect::AddMeleeProc:
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case SpellEffect::WeaponProc:
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{
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AddProcToWeapon(GetProcID(buffs[index].spellid, x1), false, 100 + spells[buffs[index].spellid].limit_value[x1], buffs[index].spellid, buffs[index].casterlevel, GetSpellProcLimitTimer(buffs[index].spellid, ProcType::MELEE_PROC));
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break;
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}
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case SpellEffect::DefensiveProc:
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{
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AddDefensiveProc(GetProcID(buffs[index].spellid, x1), 100 + spells[buffs[index].spellid].limit_value[x1], buffs[index].spellid, GetSpellProcLimitTimer(buffs[index].spellid, ProcType::DEFENSIVE_PROC));
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break;
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}
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case SpellEffect::RangedProc:
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{
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AddRangedProc(GetProcID(buffs[index].spellid, x1), 100 + spells[buffs[index].spellid].limit_value[x1], buffs[index].spellid, GetSpellProcLimitTimer(buffs[index].spellid, ProcType::RANGED_PROC));
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break;
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}
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}
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}
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ReapplyBuffEffects(index, from_suppress);
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}
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// Finish client connecting state
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@ -452,6 +452,7 @@ public:
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void BuffFadeNonPersistDeath();
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void BuffFadeDetrimental();
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void BuffFadeBySlot(int slot, bool iRecalcBonuses = true, bool suppress = false, uint32 suppresstics = 0);
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void ReapplyBuffEffects(uint32 index, bool from_suppress = false);
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void BuffFadeDetrimentalByCaster(Mob *caster);
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void BuffFadeBySitModifier();
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void BuffFadeSongs();
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@ -4219,6 +4219,142 @@ void Mob::DoBuffTic(const Buffs_Struct &buff, int slot, Mob *caster)
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CalcBonuses();
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}
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// Re-applies runtime-only buff effects after unsuppression or zone-in
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void Mob::ReapplyBuffEffects(uint32 index, bool from_suppress)
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{
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if (index >= GetMaxTotalSlots() || !IsValidSpell(buffs[index].spellid)) {
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return;
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}
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// Snapshot the spell ID before the loop so that if BuffFadeByEffect
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// clears buffs[index].spellid mid-iteration the remaining effect
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// handlers still reference the correct spell.
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const uint32 spell_id = buffs[index].spellid;
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const auto &spell = spells[spell_id];
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bool refresh_weapon_stance = false;
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for (int i = 0; i < EFFECT_COUNT; ++i) {
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switch (spell.effect_id[i]) {
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case SpellEffect::Illusion:
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{
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if (GetIllusionBlock()) {
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break;
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}
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if (from_suppress || buffs[index].persistant_buff) {
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Mob *caster = entity_list.GetMobID(buffs[index].casterid);
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ApplySpellEffectIllusion(spell.id, caster, index, spell.base_value[i], spell.limit_value[i], spell.max_value[i]);
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}
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break;
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}
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case SpellEffect::SummonHorse:
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{
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if (!IsClient()) {
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break;
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}
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if (!from_suppress && (RuleB(Character, PreventMountsFromZoning) || !zone->CanCastOutdoor())) {
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BuffFadeByEffect(SpellEffect::SummonHorse);
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return;
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} else {
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CastToClient()->SummonHorse(spell_id);
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}
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break;
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}
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case SpellEffect::Silence:
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{
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Silence(true);
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break;
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}
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case SpellEffect::Amnesia:
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{
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Amnesia(true);
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break;
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}
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case SpellEffect::DivineAura:
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{
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if (IsClient()) {
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SetInvul(true);
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}
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break;
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}
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case SpellEffect::Invisibility2:
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case SpellEffect::Invisibility:
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{
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if (IsClient()) {
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SendAppearancePacket(AppearanceType::Invisibility, Invisibility::Invisible);
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}
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break;
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}
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case SpellEffect::Levitate:
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{
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if (!zone->CanLevitate()) {
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if (IsClient()) {
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if (CastToClient()->GetGM()) {
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Message(Chat::White, "Your GM flag allows you to levitate in this zone.");
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} else {
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SendAppearancePacket(AppearanceType::FlyMode, 0);
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BuffFadeByEffect(SpellEffect::Levitate);
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Message(Chat::Red, "You can't levitate in this zone.");
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return;
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}
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} else {
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SendAppearancePacket(AppearanceType::FlyMode, 0);
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BuffFadeByEffect(SpellEffect::Levitate);
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return;
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}
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}
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auto fly_mode = (spell.limit_value[i] == 1)
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? EQ::constants::GravityBehavior::LevitateWhileRunning
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: EQ::constants::GravityBehavior::Levitating;
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if (IsClient()) {
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SendAppearancePacket(AppearanceType::FlyMode, fly_mode, true, !from_suppress);
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} else {
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SendAppearancePacket(AppearanceType::FlyMode, fly_mode);
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}
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break;
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}
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case SpellEffect::AddMeleeProc:
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case SpellEffect::WeaponProc:
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{
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AddProcToWeapon(GetProcID(spell_id, i), false, 100 + spell.limit_value[i], spell_id, buffs[index].casterlevel, GetSpellProcLimitTimer(spell_id, ProcType::MELEE_PROC));
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break;
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}
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case SpellEffect::DefensiveProc:
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{
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AddDefensiveProc(GetProcID(spell_id, i), 100 + spell.limit_value[i], spell_id, GetSpellProcLimitTimer(spell_id, ProcType::DEFENSIVE_PROC));
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break;
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}
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case SpellEffect::RangedProc:
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{
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AddRangedProc(GetProcID(spell_id, i), 100 + spell.limit_value[i], spell_id, GetSpellProcLimitTimer(spell_id, ProcType::RANGED_PROC));
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break;
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}
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case SpellEffect::SetBodyType:
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{
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SetBodyType(spell.base_value[i], false);
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break;
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}
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case SpellEffect::Weapon_Stance:
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{
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if (IsClient()) {
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refresh_weapon_stance = true;
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}
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break;
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}
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default:
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break;
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}
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}
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if (refresh_weapon_stance && IsClient()) {
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CastToClient()->CalcBonuses();
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CastToClient()->ApplyWeaponsStance();
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}
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}
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// removes the buff in the buff slot 'slot'
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void Mob::BuffFadeBySlot(int slot, bool iRecalcBonuses, bool suppress, uint32 suppresstics)
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{
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@ -4694,55 +4830,12 @@ void Mob::BuffFadeBySlot(int slot, bool iRecalcBonuses, bool suppress, uint32 su
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safe_delete(action_packet);
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client->ReapplyBuff(slot, true);
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} else if (IsPet() && GetOwner() && GetOwner()->IsClient()) {
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// Reapply visual/state effects for client pets only
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// Other non-client mobs (NPCs, bots, mercs) use the normal dispel mechanic
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if (IsValidSpell(buffs[slot].spellid)) {
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const auto& spell = spells[buffs[slot].spellid];
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// Restore nimbus (visual aura) effect before processing individual spell effects,
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// mirroring Client::ReapplyBuff behavior for client-owned pets.
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if (spell.nimbus_effect > 0) {
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SetNimbusEffect(static_cast<uint32>(spell.nimbus_effect));
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}
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for (int i = 0; i < EFFECT_COUNT; i++) {
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switch (spell.effect_id[i]) {
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case SpellEffect::Illusion:
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ApplySpellEffectIllusion(spell.id, entity_list.GetMobID(buffs[slot].casterid), slot, spell.base_value[i], spell.limit_value[i], spell.max_value[i]);
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break;
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case SpellEffect::Silence:
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Silence(true);
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break;
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case SpellEffect::Amnesia:
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Amnesia(true);
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break;
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case SpellEffect::AddMeleeProc:
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case SpellEffect::WeaponProc:
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AddProcToWeapon(GetProcID(buffs[slot].spellid, i), false, 100 + spell.limit_value[i], buffs[slot].spellid, buffs[slot].casterlevel, GetSpellProcLimitTimer(buffs[slot].spellid, ProcType::MELEE_PROC));
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break;
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case SpellEffect::DefensiveProc:
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AddDefensiveProc(GetProcID(buffs[slot].spellid, i), 100 + spell.limit_value[i], buffs[slot].spellid, GetSpellProcLimitTimer(buffs[slot].spellid, ProcType::DEFENSIVE_PROC));
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break;
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case SpellEffect::RangedProc:
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AddRangedProc(GetProcID(buffs[slot].spellid, i), 100 + spell.limit_value[i], buffs[slot].spellid, GetSpellProcLimitTimer(buffs[slot].spellid, ProcType::RANGED_PROC));
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break;
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case SpellEffect::Levitate:
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{
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// Restore levitate visual effects after suppression expires
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if (!zone->CanLevitate()) {
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SendAppearancePacket(AppearanceType::FlyMode, 0);
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BuffFadeByEffect(SpellEffect::Levitate);
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} else {
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if (spell.limit_value[i] == 1) {
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SendAppearancePacket(AppearanceType::FlyMode, EQ::constants::GravityBehavior::LevitateWhileRunning);
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} else {
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SendAppearancePacket(AppearanceType::FlyMode, EQ::constants::GravityBehavior::Levitating);
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}
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}
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break;
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}
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default:
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break;
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}
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}
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ReapplyBuffEffects(slot, true);
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}
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}
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} else {
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@ -3053,6 +3053,13 @@ void ZoneDatabase::LoadBuffs(Client *client)
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for (int slot_id = 0; slot_id < max_buff_slots; ++slot_id) {
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if (buffs[slot_id].spellid == SPELL_SUPPRESSED) {
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// Suppressed illusions should drop on zone/relog rather than being unsuppressed later
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if (IsValidSpell(buffs[slot_id].suppressedid) &&
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IsEffectInSpell(buffs[slot_id].suppressedid, SpellEffect::Illusion)) {
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buffs[slot_id].spellid = SPELL_UNKNOWN;
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buffs[slot_id].suppressedid = SPELL_UNKNOWN;
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buffs[slot_id].suppressedticsremaining = -1;
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}
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continue;
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}
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