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Merge pull request #254 from noudess/master
Changes so that blind effects like those in Flash of Light work.
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@@ -1269,8 +1269,8 @@ bool Mob::SpellEffect(Mob* caster, uint16 spell_id, float partial)
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#endif
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if (spells[spell_id].base[i] == 1)
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BuffFadeByEffect(SE_Blind);
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// handled by client
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// TODO: blind flag?
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else
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is_blind = true;
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break;
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}
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@@ -3995,6 +3995,10 @@ void Mob::BuffFadeBySlot(int slot, bool iRecalcBonuses)
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break;
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}
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case SE_Blind:
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is_blind = false;
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break;
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case SE_Fear:
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{
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if(RuleB(Combat, EnableFearPathing)){
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