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Added lower bounds for chance of charm fading.
Parsed on live to be approximately no lower than 5% regardless of level difference.
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@@ -190,7 +190,7 @@ public:
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virtual int32 GetActSpellDuration(uint16 spell_id, int32 duration){ return duration;}
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virtual int32 GetActSpellCasttime(uint16 spell_id, int32 casttime);
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float ResistSpell(uint8 resist_type, uint16 spell_id, Mob *caster, bool use_resist_override = false,
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int resist_override = 0, bool CharismaCheck = false);
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int resist_override = 0, bool CharismaCheck = false, bool CharmTick = false);
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uint16 GetSpecializeSkillValue(uint16 spell_id) const;
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void SendSpellBarDisable();
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void SendSpellBarEnable(uint16 spellid);
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