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Update per discussion on bfb17a2fb53f3924cfaee2a271cb8be036cbae62
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@ -447,14 +447,6 @@ 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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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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&& (!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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float bonusShieldBlock = 0.0f;
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bonusShieldBlock = aabonuses.ShieldBlock + spellbonuses.ShieldBlock + itembonuses.ShieldBlock;
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bonusShieldBlock = aabonuses.ShieldBlock + spellbonuses.ShieldBlock + itembonuses.ShieldBlock;
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RollTable[1] += bonusShieldBlock;
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RollTable[1] += bonusShieldBlock;
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