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Implement number of hit indicators for UF and RoF
There is a small display bug with the initial cast of the spell, but it updates quickly enough that it shouldn't be too noticeable This still needs to be fixed though Changed SendBuffDurationPacket to take a Buffs_Struct by reference to allow more of the data to be obtained without more params Added Client::SendBuffNumHitPacket(Buffs_Struct &buff, int slot)
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@@ -564,7 +564,7 @@ struct SpellBuffFade_Struct_Underfoot {
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/*008*/ float unknown008;
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/*012*/ uint32 spellid;
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/*016*/ uint32 duration;
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/*020*/ uint32 unknown016;
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/*020*/ uint32 num_hits;
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/*024*/ uint32 playerId; // Global player ID?
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/*028*/ uint32 unknown020;
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/*032*/ uint8 unknown0028[48];
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@@ -589,6 +589,25 @@ struct SpellBuffFade_Struct {
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/*036*/
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};
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#if 0
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struct BuffIconEntry_Struct {
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/*000*/ uint32 buff_slot;
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/*004*/ uint32 spell_id;
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/*008*/ uint32 tics_remaining;
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/*012*/ uint32 num_hits;
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// char name[0]; caster name is also here sometimes
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// uint8 unknownend; 1 when single, 0 when all opposite of all_buffs?
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};
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struct BuffIcon_Struct {
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/*000*/ uint32 entity_id;
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/*004*/ uint32 unknown004;
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/*008*/ uint8 all_buffs; // 1 when updating all buffs, 0 when doing one
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/*009*/ uint16 count;
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/*011*/ BuffIconEntry_Struct entires[0];
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};
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#endif
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struct BuffRemoveRequest_Struct
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{
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/*00*/ uint32 SlotID;
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