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[Bug Fix] Charm Break Invisibility Fix. (#1855)
- Invisibility vs. Undead and Invisibility vs. Animals were not breaking charm. - Add Invisibility enumerator. - Add special identifier for Invisibility vs. Undead and Invisibility vs. Animals.
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@@ -593,6 +593,7 @@ bool Mob::SpellEffect(Mob* caster, uint16 spell_id, float partial, int level_ove
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snprintf(effect_desc, _EDLEN, "Invisibility to Animals");
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#endif
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invisible_animals = true;
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SetInvisible(Invisibility::Special);
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break;
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}
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@@ -603,6 +604,7 @@ bool Mob::SpellEffect(Mob* caster, uint16 spell_id, float partial, int level_ove
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snprintf(effect_desc, _EDLEN, "Invisibility to Undead");
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#endif
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invisible_undead = true;
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SetInvisible(Invisibility::Special);
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break;
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}
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case SE_SeeInvis:
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@@ -2291,7 +2293,7 @@ bool Mob::SpellEffect(Mob* caster, uint16 spell_id, float partial, int level_ove
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else
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{
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entity_list.RemoveFromTargets(caster);
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SetInvisible(1);
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SetInvisible(Invisibility::Invisible);
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}
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}
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break;
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@@ -4190,7 +4192,7 @@ void Mob::BuffFadeBySlot(int slot, bool iRecalcBonuses)
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case SE_Invisibility2:
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case SE_Invisibility:
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{
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SetInvisible(0);
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SetInvisible(Invisibility::Visible);
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break;
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}
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