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Fix SE_CastOnFadeEffect
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@ -3668,10 +3668,11 @@ void Mob::DoBuffTic(const Buffs_Struct &buff, int slot, Mob *caster)
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break;
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break;
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}
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}
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// These effects always trigger when they fade.
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// These effects always trigger when they fade.
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// Should we have this triggered from else where?
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case SE_CastOnFadeEffect:
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case SE_CastOnFadeEffect:
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case SE_CastOnFadeEffectNPC:
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case SE_CastOnFadeEffectNPC:
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case SE_CastOnFadeEffectAlways: {
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case SE_CastOnFadeEffectAlways: {
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if (buff.ticsremaining == 1) {
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if (buff.ticsremaining == 0) {
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SpellOnTarget(spells[buff.spellid].base[i], this);
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SpellOnTarget(spells[buff.spellid].base[i], this);
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}
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}
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break;
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break;
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