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Rework buff duration formulas
These are derived from the client SE_IllusionPresistence will also set the duration to 10k tics like live
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@@ -551,7 +551,7 @@ struct SpellBuff_Struct
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/*003*/ uint8 effect; // not real
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/*004*/ uint32 unknown004; // Seen 1 for no buff
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/*008*/ uint32 spellid;
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/*012*/ uint32 duration;
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/*012*/ int32 duration;
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/*016*/ uint32 unknown016;
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/*020*/ uint32 player_id; // 'global' ID of the caster, for wearoff messages
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/*024*/ uint32 counters;
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@@ -568,7 +568,7 @@ struct SpellBuffFade_Struct_Underfoot {
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/*007*/ uint8 unknown7;
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/*008*/ float unknown008;
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/*012*/ uint32 spellid;
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/*016*/ uint32 duration;
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/*016*/ int32 duration;
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/*020*/ uint32 num_hits;
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/*024*/ uint32 playerId; // Global player ID?
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/*028*/ uint32 unknown020;
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@@ -585,7 +585,7 @@ struct SpellBuffFade_Struct {
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/*006*/ uint8 effect;
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/*007*/ uint8 unknown7;
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/*008*/ uint32 spellid;
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/*012*/ uint32 duration;
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/*012*/ int32 duration;
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/*016*/ uint32 unknown016;
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/*020*/ uint32 unknown020; // Global player ID?
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/*024*/ uint32 playerId; // Player id who cast the buff
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@@ -2188,7 +2188,7 @@ struct GroupFollow_Struct { // Underfoot Follow Struct
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struct InspectBuffs_Struct {
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/*000*/ uint32 spell_id[BUFF_COUNT];
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/*100*/ uint32 filler100[5]; // BUFF_COUNT is really 30...
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/*120*/ uint32 tics_remaining[BUFF_COUNT];
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/*120*/ int32 tics_remaining[BUFF_COUNT];
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/*220*/ uint32 filler220[5]; // BUFF_COUNT is really 30...
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};
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