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authorrobinsch <robin.schriever.hude@web.de>2015-06-01 07:31:30 +0200
committertkrokli <tkrokli@hotmail.com>2015-11-10 05:33:53 +0100
commit5f24fd6c51350b391bb30b53bd813c1ec25f3248 (patch)
tree651c19859092fc800db4f6c133ce809e437e5559 /dep/cppformat/format.cc
parent52692c3f9d09dc781add9cfee043d6f6ec80291a (diff)
[3.3.5] Core/Spells: break Stealth and modify Stand State
by @robinsch; closes #14819 Currently (562da2e), only harmful CC spells will break stealth and modify the unit stand state. This behaviour is wrong. Any harmful spell hit should break stealth and modify the stand state. There are a few exceptions for this mechanic, such as: - Mass Dispel (priest spell ID 32375, 32592, 39897) - Earthbind Totem (Pulse) (spell ID 3600) - Distract (rogue spell ID 1725)
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