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Reworked blind running around
This should be more in line with how we do current fearpath stuff and with live.
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@@ -1270,8 +1270,8 @@ bool Mob::SpellEffect(Mob* caster, uint16 spell_id, float partial)
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// this should catch the cures
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if (BeneficialSpell(spell_id) && spells[spell_id].buffduration == 0)
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BuffFadeByEffect(SE_Blind);
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else
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is_blind = true;
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else if (!IsClient())
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CalculateNewFearpoint();
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break;
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}
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@@ -3997,7 +3997,8 @@ void Mob::BuffFadeBySlot(int slot, bool iRecalcBonuses)
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}
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case SE_Blind:
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is_blind = false;
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if (curfp && !FindType(SE_Fear))
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curfp = false;
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break;
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case SE_Fear:
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