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Fix PB AE
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@ -96,7 +96,9 @@ bool Beacon::Process()
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Mob *caster = entity_list.GetMob(caster_id);
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if(caster && spell_iterations-- && max_targets)
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{
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bool affect_caster = (!caster->IsNPC() && !caster->IsAIControlled()); //NPC AE spells do not affect the NPC caster
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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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bool affect_caster = (!caster->IsNPC() && !caster->IsAIControlled()) && spells[spell_id].targettype != ST_AECaster;
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entity_list.AESpell(caster, this, spell_id, affect_caster, resist_adjust, &max_targets);
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}
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else
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@ -2241,7 +2241,9 @@ bool Mob::SpellFinished(uint16 spell_id, Mob *spell_target, CastingSlot slot, ui
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if(ae_center && ae_center == this && IsBeneficialSpell(spell_id))
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SpellOnTarget(spell_id, this);
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bool affect_caster = !IsNPC(); //NPC AE spells do not affect the NPC caster
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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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bool affect_caster = !IsNPC() && spells[spell_id].targettype != ST_AECaster;
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if (spells[spell_id].targettype == ST_AETargetHateList)
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hate_list.SpellCast(this, spell_id, spells[spell_id].aoerange, ae_center);
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