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Support for spells_new field npc_no_los (simply skips the LOS check for that spell
despite name, no reason to hard code it only for NPC).
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@@ -1833,7 +1833,7 @@ bool Mob::SpellFinished(uint16 spell_id, Mob *spell_target, uint16 slot, uint16
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}
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// check line of sight to target if it's a detrimental spell
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if(spell_target && IsDetrimentalSpell(spell_id) && !CheckLosFN(spell_target) && !IsHarmonySpell(spell_id) && spells[spell_id].targettype != ST_TargetOptional)
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if(!spells[spell_id].npc_no_los && spell_target && IsDetrimentalSpell(spell_id) && !CheckLosFN(spell_target) && !IsHarmonySpell(spell_id) && spells[spell_id].targettype != ST_TargetOptional)
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{
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mlog(SPELLS__CASTING, "Spell %d: cannot see target %s", spell_target->GetName());
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Message_StringID(13,CANT_SEE_TARGET);
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