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Implement persist death spell field
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@@ -3752,6 +3752,17 @@ void Mob::BuffFadeAll()
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CalcBonuses();
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}
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void Mob::BuffFadeNonPersistDeath()
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{
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uint32 buff_count = GetMaxTotalSlots();
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for (int j = 0; j < buff_count; j++) {
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if (buffs[j].spellid != SPELL_UNKNOWN && !IsPersistDeathSpell(buffs[j].spellid))
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BuffFadeBySlot(j, false);
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}
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//we tell BuffFadeBySlot not to recalc, so we can do it only once when were done
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CalcBonuses();
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}
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void Mob::BuffFadeDetrimental() {
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uint32 buff_count = GetMaxTotalSlots();
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for (int j = 0; j < buff_count; j++) {
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