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Make sure each group member is alive before healing/buffing them
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046e7bb6f1
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8a86c75747
@ -590,6 +590,10 @@ bool doBuff(CNSocket *sock, sSkillResult_Buff *respdata, int i, int32_t targetID
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respdata[i].eCT = 1;
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respdata[i].eCT = 1;
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respdata[i].iID = plr->iID;
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respdata[i].iID = plr->iID;
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respdata[i].iConditionBitFlag = 0;
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// only apply buffs if the player is actually alive
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if (plr->HP > 0) {
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respdata[i].iConditionBitFlag = bitFlag;
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respdata[i].iConditionBitFlag = bitFlag;
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INITSTRUCT(sP_FE2CL_PC_BUFF_UPDATE, pkt);
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INITSTRUCT(sP_FE2CL_PC_BUFF_UPDATE, pkt);
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@ -602,6 +606,7 @@ bool doBuff(CNSocket *sock, sSkillResult_Buff *respdata, int i, int32_t targetID
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pkt.TimeBuff.iValue = amount;
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pkt.TimeBuff.iValue = amount;
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sock->sendPacket((void*)&pkt, P_FE2CL_PC_BUFF_UPDATE, sizeof(sP_FE2CL_PC_BUFF_UPDATE));
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sock->sendPacket((void*)&pkt, P_FE2CL_PC_BUFF_UPDATE, sizeof(sP_FE2CL_PC_BUFF_UPDATE));
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}
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return true;
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return true;
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}
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}
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@ -646,6 +651,10 @@ bool doHeal(CNSocket *sock, sSkillResult_Heal_HP *respdata, int i, int32_t targe
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int healedAmount = PC_MAXHEALTH(plr->level) * amount / 1500;
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int healedAmount = PC_MAXHEALTH(plr->level) * amount / 1500;
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// do not heal dead players
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if (plr->HP <= 0)
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healedAmount = 0;
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plr->HP += healedAmount;
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plr->HP += healedAmount;
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if (plr->HP > PC_MAXHEALTH(plr->level))
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if (plr->HP > PC_MAXHEALTH(plr->level))
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