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Renamed a few spell effects more appropriately.
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@@ -2860,8 +2860,8 @@ bool Mob::SpellEffect(Mob* caster, uint16 spell_id, float partial)
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case SE_CriticalHealChance:
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case SE_CriticalHealOverTime:
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case SE_CriticalDoTChance:
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case SE_SpellOnKill:
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case SE_SpellOnKill2:
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case SE_ProcOnKillShot:
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case SE_ProcOnSpellKillShot:
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case SE_CriticalDamageMob:
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case SE_LimitSpellGroup:
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case SE_ResistCorruption:
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