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Fix up SpellBuff struct
Please report any bugs you find. There shouldn't be unless I messed up the struct for a client I didn't throughly test for
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+7
-7
@@ -579,10 +579,10 @@ void NPC::GetPetState(SpellBuff_Struct *pet_buffs, uint32 *items, char *name) {
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for (int i=0; i < GetPetMaxTotalSlots(); i++) {
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if (buffs[i].spellid != SPELL_UNKNOWN) {
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pet_buffs[i].spellid = buffs[i].spellid;
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pet_buffs[i].slotid = i+1;
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pet_buffs[i].effect_type = i+1;
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pet_buffs[i].duration = buffs[i].ticsremaining;
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pet_buffs[i].level = buffs[i].casterlevel;
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pet_buffs[i].effect = 10;
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pet_buffs[i].bard_modifier = 10;
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pet_buffs[i].counters = buffs[i].counters;
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pet_buffs[i].bard_modifier = buffs[i].instrument_mod;
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}
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@@ -590,7 +590,7 @@ void NPC::GetPetState(SpellBuff_Struct *pet_buffs, uint32 *items, char *name) {
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pet_buffs[i].spellid = SPELL_UNKNOWN;
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pet_buffs[i].duration = 0;
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pet_buffs[i].level = 0;
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pet_buffs[i].effect = 0;
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pet_buffs[i].bard_modifier = 10;
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pet_buffs[i].counters = 0;
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}
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}
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@@ -623,10 +623,10 @@ void NPC::SetPetState(SpellBuff_Struct *pet_buffs, uint32 *items) {
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else {
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buffs[i].spellid = SPELL_UNKNOWN;
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pet_buffs[i].spellid = 0xFFFFFFFF;
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pet_buffs[i].slotid = 0;
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pet_buffs[i].effect_type = 0;
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pet_buffs[i].level = 0;
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pet_buffs[i].duration = 0;
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pet_buffs[i].effect = 0;
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pet_buffs[i].bard_modifier = 0;
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}
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}
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for (int j1=0; j1 < GetPetMaxTotalSlots(); j1++) {
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@@ -648,10 +648,10 @@ void NPC::SetPetState(SpellBuff_Struct *pet_buffs, uint32 *items) {
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case SE_Illusion:
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buffs[j1].spellid = SPELL_UNKNOWN;
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pet_buffs[j1].spellid = SPELLBOOK_UNKNOWN;
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pet_buffs[j1].slotid = 0;
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pet_buffs[j1].effect_type = 0;
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pet_buffs[j1].level = 0;
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pet_buffs[j1].duration = 0;
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pet_buffs[j1].effect = 0;
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pet_buffs[j1].bard_modifier = 0;
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x1 = EFFECT_COUNT;
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break;
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// We can't send appearance packets yet, put down at CompleteConnect
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