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Update per discussion on bfb17a2fb53f3924cfaee2a271cb8be036cbae62
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@ -446,15 +446,7 @@ bool Mob::AvoidDamage(Mob* other, int32 &damage, bool CanRiposte)
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if(damage > 0 && HasShieldEquiped() && (aabonuses.ShieldBlock || spellbonuses.ShieldBlock || itembonuses.ShieldBlock)
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&& (!other->BehindMob(this, other->GetX(), other->GetY()) || bShieldBlockFromRear)) {
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/*
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bool equiped = CastToClient()->m_inv.GetItem(14);
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if(equiped) {
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uint8 shield = CastToClient()->m_inv.GetItem(14)->GetItem()->ItemType;
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float bonusShieldBlock = 0.0f;
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if(shield == ItemTypeShield) {
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*/
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float bonusShieldBlock = 0.0f;
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bonusShieldBlock = aabonuses.ShieldBlock + spellbonuses.ShieldBlock + itembonuses.ShieldBlock;
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RollTable[1] += bonusShieldBlock;
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@ -1142,7 +1134,7 @@ bool Client::Attack(Mob* other, int Hand, bool bRiposte, bool IsStrikethrough, b
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}
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else{
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weapon = GetInv().GetItem(SLOT_PRIMARY);
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OffHandAtk(false);
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OffHandAtk(false);
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}
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if(weapon != nullptr) {
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@ -3500,10 +3492,10 @@ void Mob::CommonDamage(Mob* attacker, int32 &damage, const uint16 spell_id, cons
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attacker->SendAppearancePacket(AT_Sneak, 0);
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}
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//final damage has been determined.
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ReduceAllDamage(damage);
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SetHP(GetHP() - damage);
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if(HasDied()) {
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bool IsSaved = false;
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@ -3789,7 +3789,7 @@ void Mob::BuffFadeBySlot(int slot, bool iRecalcBonuses)
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SetBodyType(GetOrigBodyType(), false);
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break;
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}
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case SE_MovementSpeed:
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{
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if(IsClient())
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@ -5223,7 +5223,7 @@ bool Mob::CheckHitsRemaining(uint32 buff_slot, bool when_spell_done, bool negate
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}
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return false;
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}
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// For spell buffs that are limited by the number of times it can successfully trigger a spell.
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// Effects: SE_TriggerOnCast, SE_SympatheticProc,SE_DefensiveProc, SE_SkillProc, SE_RangedProc
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if(spell_id){
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