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Add a CastWhileInvis check and fix some issues
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@@ -1111,6 +1111,16 @@ bool IsStackableDot(uint16 spell_id)
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return IsEffectInSpell(spell_id, SE_CurrentHP) || IsEffectInSpell(spell_id, SE_GravityEffect);
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}
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bool IsCastWhileInvis(uint16 spell_id)
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{
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if (!IsValidSpell(spell_id))
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return false;
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const auto &spell = spells[spell_id];
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if (spell.sneak)
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return true;
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return false;
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}
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uint32 GetNimbusEffect(uint16 spell_id)
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{
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if (IsValidSpell(spell_id))
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@@ -903,6 +903,7 @@ uint32 GetPartialMeleeRuneAmount(uint32 spell_id);
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uint32 GetPartialMagicRuneAmount(uint32 spell_id);
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bool NoDetrimentalSpellAggro(uint16 spell_id);
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bool IsStackableDot(uint16 spell_id);
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bool IsCastWhileInvis(uint16 spell_id);
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int CalcPetHp(int levelb, int classb, int STA = 75);
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const char *GetRandPetName();
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