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Gumball Handling and Bugfixes
* Gumballs now run out of timer. * Reverted a regression, (gumballs with 0 iOpt do not get emptied). * Nano matchups now work correctly.
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@@ -65,7 +65,7 @@ namespace NanoManager {
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void setNanoSkill(CNSocket* sock, sP_CL2FE_REQ_NANO_TUNE* skill);
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void resetNanoSkill(CNSocket* sock, int16_t nanoID);
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void nanoUnbuff(CNSocket* sock, int* targetData, int32_t bitFlag, int16_t timeBuffID, int16_t amount, bool groupPower);
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bool applyBuff(CNSocket* sock, int skillID, int eTBU, int eTBT, int32_t groupFlags, bool eggBuff=false);
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bool applyBuff(CNSocket* sock, int skillID, int eTBU, int eTBT, int32_t groupFlags);
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int nanoStyle(int nanoID);
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int* findTargets(Player* plr, int skillID, CNPacketData* data = nullptr);
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}
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