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Implement persist death spell field
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@@ -1601,7 +1601,7 @@ bool Client::Death(Mob* killerMob, int32 damage, uint16 spell, SkillUseTypes att
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}
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//this generates a lot of 'updates' to the client that the client does not need
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BuffFadeAll();
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BuffFadeNonPersistDeath();
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if((GetClientVersionBit() & BIT_SoFAndLater) && RuleB(Character, RespawnFromHover))
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UnmemSpellAll(true);
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else
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