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@ -140,11 +140,8 @@ bool Beacon::Process()
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if (caster && spell_iterations-- && max_targets) {
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// NPCs should never be affected by an AE they cast. PB AEs shouldn't affect caster either
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// I don't think any other cases that get here matter
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const bool affect_caster = (
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!caster->IsNPC() &&
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!caster->IsAIControlled() &&
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spells[spell_id].target_type != ST_AECaster
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);
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const bool affect_caster = (!caster->IsNPC() && !caster->IsAIControlled()) &&
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spells[spell_id].target_type != ST_AECaster;
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entity_list.AESpell(caster, this, spell_id, affect_caster, resist_adjust, &max_targets);
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} else {
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// spell is done casting, or caster disappeared
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@ -172,7 +169,8 @@ void Beacon::AELocationSpell(Mob *caster, uint16 cast_spell_id, int16 in_resist_
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caster_id = caster->GetID();
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spell_id = cast_spell_id;
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resist_adjust = in_resist_adjust;
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spell_iterations = ((spells[spell_id].aoe_duration / 2500) < 1) ? 1 : spell_iterations;
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spell_iterations = spells[spell_id].aoe_duration / 2500;
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spell_iterations = spell_iterations < 1 ? 1 : spell_iterations; // at least 1
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if (spells[spell_id].aoe_max_targets) {
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max_targets = spells[spell_id].aoe_max_targets;
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