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Check to make sure we're a client before a CastToClient(). Missed this
on first patch.
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@ -983,9 +983,11 @@ int Mob::GetWeaponDamage(Mob *against, const ItemInst *weapon_item, uint32 *hate
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}
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else{
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bool MagicGloves=false;
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ItemInst *gloves=CastToClient()->GetInv().GetItem(MainHands);
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if (gloves != nullptr) {
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MagicGloves = gloves->GetItem()->Magic;
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if (IsClient()) {
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ItemInst *gloves=CastToClient()->GetInv().GetItem(MainHands);
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if (gloves != nullptr) {
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MagicGloves = gloves->GetItem()->Magic;
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}
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}
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if((GetClass() == MONK || GetClass() == BEASTLORD)) {
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