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Add comment clarifying non-client mob dispel behavior
Co-authored-by: Valorith <76063792+Valorith@users.noreply.github.com>
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@@ -4690,6 +4690,7 @@ void Mob::BuffFadeBySlot(int slot, bool iRecalcBonuses, bool suppress, uint32 su
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client->ReapplyBuff(slot, true);
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client->ReapplyBuff(slot, true);
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} else if (IsPet() && GetOwner() && GetOwner()->IsClient()) {
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} else if (IsPet() && GetOwner() && GetOwner()->IsClient()) {
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// Reapply visual/state effects for client pets only
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// Reapply visual/state effects for client pets only
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// All other non-client mobs (NPCs, bots, mercs) use normal dispel mechanic
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if (!IsValidSpell(buffs[slot].spellid))
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if (!IsValidSpell(buffs[slot].spellid))
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return;
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return;
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const auto& spell = spells[buffs[slot].spellid];
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const auto& spell = spells[buffs[slot].spellid];
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