escape fix for different target types (#1962)

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KayenEQ 2022-02-04 21:14:53 -05:00 committed by GitHub
parent dbe6adbed0
commit 7c20a86f23
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@ -2200,11 +2200,10 @@ bool Mob::SpellEffect(Mob* caster, uint16 spell_id, float partial, int level_ove
snprintf(effect_desc, _EDLEN, "Fading Memories");
#endif
if(zone->random.Roll(spells[spell_id].base_value[i])) {
if(caster && caster->IsClient())
caster->CastToClient()->Escape();
else
{
if (IsClient()) {
CastToClient()->Escape();
}
else{
entity_list.RemoveFromTargets(caster);
SetInvisible(Invisibility::Invisible);
}
@ -3232,6 +3231,7 @@ bool Mob::SpellEffect(Mob* caster, uint16 spell_id, float partial, int level_ove
case SE_Ff_FocusTimerMin:
case SE_Proc_Timer_Modifier:
case SE_FFItemClass:
case SE_SpellEffectResistChance:
{
break;
}