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Fix visual bug with Nano stamina while blocking Stun with Freedom
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@ -76,12 +76,20 @@ static SkillResult handleSkillDamageNDebuff(SkillData* skill, int power, ICombat
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sSkillResult_Damage_N_Debuff result{};
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sSkillResult_Damage_N_Debuff result{};
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result.iDamage = duration / 10; // we use the duration as the damage number (why?)
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result.iDamage = duration / 10; // we use the duration as the damage number (why?)
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result.iHP = target->getCurrentHP();
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result.iHP = target->getCurrentHP();
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result.eCT = target->getCharType();
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result.eCT = target->getCharType();
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result.iID = target->getID();
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result.iID = target->getID();
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result.bProtected = blocked;
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result.bProtected = blocked;
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result.iConditionBitFlag = target->getCompositeCondition();
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result.iConditionBitFlag = target->getCompositeCondition();
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// for player targets, make sure to update Nano stamina
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if (target->getCharType() == 1) {
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Player *plr = dynamic_cast<Player*>(target);
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result.iStamina = plr->getActiveNano()->iStamina;
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}
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return SkillResult(sizeof(sSkillResult_Damage_N_Debuff), &result);
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return SkillResult(sizeof(sSkillResult_Damage_N_Debuff), &result);
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}
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}
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