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Some servers apparently relied on the HP update spam
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@@ -3693,11 +3693,11 @@ void Mob::CommonDamage(Mob* attacker, int32 &damage, const uint16 spell_id, cons
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//send an HP update if we are hurt
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if(GetHP() < GetMaxHP())
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SendHPUpdate(!iBuffTic); // the OP_Damage actually updates the client in these cases, so we skill them
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SendHPUpdate(!iBuffTic); // the OP_Damage actually updates the client in these cases, so we skip the HP update for them
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} //end `if damage was done`
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//send damage packet...
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if(!iBuffTic) { //buff ticks do not send damage, instead they just call SendHPUpdate(), which is done below
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if(!iBuffTic) { //buff ticks do not send damage, instead they just call SendHPUpdate(), which is done above
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EQApplicationPacket* outapp = new EQApplicationPacket(OP_Damage, sizeof(CombatDamage_Struct));
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CombatDamage_Struct* a = (CombatDamage_Struct*)outapp->pBuffer;
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a->target = GetID();
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