Core/Units: Rename and change Get/SetVisibility to use a bool value instead of an unnecessary enum
Also replace some SetVisibility hacks to directly call UpdateObjectVisibility --HG-- branch : trunk
This commit is contained in:
@@ -876,7 +876,7 @@ public:
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{
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if (GETUNIT(Glaive, GlaiveGUID[i]))
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{
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Glaive->SetVisibility(VISIBILITY_OFF);
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Glaive->SetVisible(false);
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Glaive->setDeathState(JUST_DIED); // Despawn the Glaive
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}
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GlaiveGUID[i] = 0;
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@@ -1229,7 +1229,7 @@ public:
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if (Timer[EVENT_MAIEV_STEALTH])
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{
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me->SetFullHealth();
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me->SetVisibility(VISIBILITY_ON);
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me->SetVisible(true);
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Timer[EVENT_MAIEV_STEALTH] = 0;
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}
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me->InterruptNonMeleeSpells(false);
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@@ -1307,7 +1307,7 @@ public:
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case EVENT_MAIEV_STEALTH:
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{
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me->SetFullHealth();
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me->SetVisibility(VISIBILITY_ON);
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me->SetVisible(true);
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me->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE);
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Timer[EVENT_MAIEV_STEALTH] = 0;
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BlinkToPlayer();
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@@ -1349,7 +1349,7 @@ public:
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if (HealthBelowPct(50))
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{
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me->SetVisibility(VISIBILITY_OFF);
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me->SetVisible(false);
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me->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE);
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if (GETCRE(Illidan, IllidanGUID))
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CAST_AI(boss_illidan_stormrage::boss_illidan_stormrageAI, Illidan->AI())->DeleteFromThreatList(me->GetGUID());
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@@ -1446,7 +1446,7 @@ public:
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me->SetUInt32Value(UNIT_NPC_FLAGS, 0); // Database sometimes has strange values..
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me->SetFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_GOSSIP);
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me->setActive(false);
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me->SetVisibility(VISIBILITY_OFF);
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me->SetVisible(false);
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}
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// Do not call reset in Akama's evade mode, as this will stop him from summoning minions after he kills the first bit
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@@ -1529,7 +1529,7 @@ public:
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for (uint8 i = 0; i < 2; ++i)
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if (Creature* Spirit = me->SummonCreature(i ? SPIRIT_OF_OLUM : SPIRIT_OF_UDALO, SpiritSpawns[i].x, SpiritSpawns[i].y, SpiritSpawns[i].z, 0, TEMPSUMMON_TIMED_DESPAWN, 20000))
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{
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Spirit->SetVisibility(VISIBILITY_OFF);
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Spirit->SetVisible(false);
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SpiritGUID[i] = Spirit->GetGUID();
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}
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}
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@@ -1649,8 +1649,8 @@ public:
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Timer = 2000;
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break;
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case 1: // spirit appear
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Spirit[0]->SetVisibility(VISIBILITY_ON);
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Spirit[1]->SetVisibility(VISIBILITY_ON);
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Spirit[0]->SetVisible(true);
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Spirit[1]->SetVisible(true);
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Timer = 2000;
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break;
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case 2: // spirit help
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@@ -1675,8 +1675,8 @@ public:
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me->MonsterYell(SAY_AKAMA_BEWARE, LANG_UNIVERSAL, 0);
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DoPlaySoundToSet(me, SOUND_AKAMA_BEWARE);
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Channel->setDeathState(JUST_DIED);
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Spirit[0]->SetVisibility(VISIBILITY_OFF);
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Spirit[1]->SetVisibility(VISIBILITY_OFF);
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Spirit[0]->SetVisible(false);
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Spirit[1]->SetVisible(false);
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Timer = 3000;
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break;
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case 6:
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@@ -1718,12 +1718,12 @@ public:
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void UpdateAI(const uint32 diff)
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{
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if (me->GetVisibility() == VISIBILITY_OFF)
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if (!me->IsVisible())
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{
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if (Check_Timer <= diff)
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{
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if (pInstance && pInstance->GetData(DATA_ILLIDARICOUNCILEVENT) == DONE)
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me->SetVisibility(VISIBILITY_ON);
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me->SetVisible(true);
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Check_Timer = 5000;
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} else Check_Timer -= diff;
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@@ -1882,7 +1882,7 @@ void boss_illidan_stormrage::boss_illidan_stormrageAI::JustSummoned(Creature* su
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{
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if (Phase == PHASE_TALK_SEQUENCE)
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{
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summon->SetVisibility(VISIBILITY_OFF);
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summon->SetVisible(false);
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summon->setDeathState(JUST_DIED);
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return;
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}
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@@ -1903,7 +1903,7 @@ void boss_illidan_stormrage::boss_illidan_stormrageAI::JustSummoned(Creature* su
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break;
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case MAIEV_SHADOWSONG:
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{
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summon->SetVisibility(VISIBILITY_OFF); // Leave her invisible until she has to talk
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summon->SetVisible(false); // Leave her invisible until she has to talk
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summon->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE);
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MaievGUID = summon->GetGUID();
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CAST_AI(boss_maiev_shadowsong::boss_maievAI, summon->AI())->GetIllidanGUID(me->GetGUID());
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@@ -1948,7 +1948,7 @@ void boss_illidan_stormrage::boss_illidan_stormrageAI::HandleTalkSequence()
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case 11:
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if (GETUNIT(Maiev, MaievGUID))
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{
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Maiev->SetVisibility(VISIBILITY_ON); // Maiev is now visible
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Maiev->SetVisible(true); // Maiev is now visible
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Maiev->CastSpell(Maiev, SPELL_TELEPORT_VISUAL, true); // onoz she looks like she teleported!
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Maiev->SetInFront(me); // Have her face us
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me->SetInFront(Maiev); // Face her, so it's not rude =P
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@@ -2235,7 +2235,7 @@ public:
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AttackStart(pTarget);
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else
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{
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me->SetVisibility(VISIBILITY_OFF);
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me->SetVisible(false);
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me->setDeathState(JUST_DIED);
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return;
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}
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@@ -2246,7 +2246,7 @@ public:
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GETUNIT(Illidan, IllidanGUID);
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if (!Illidan || CAST_CRE(Illidan)->IsInEvadeMode())
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{
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me->SetVisibility(VISIBILITY_OFF);
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me->SetVisible(false);
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me->setDeathState(JUST_DIED);
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return;
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} else CheckTimer = 5000;
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@@ -262,7 +262,7 @@ public:
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IsBanished = true;
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HasKilledAkama = false;
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me->SetVisibility(VISIBILITY_ON);
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me->SetVisible(true);
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me->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE);
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me->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE);
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//me->GetMotionMaster()->Clear();
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@@ -72,7 +72,7 @@ public:
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float x, y, z;
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me->GetNearPoint(me, x, y, z, 1, 100, float(M_PI*2*rand_norm()));
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me->GetMotionMaster()->MovePoint(0, x, y, z);
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me->SetVisibility(VISIBILITY_OFF);
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me->SetVisible(false);
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me->CastSpell(me,SPELL_MOLTEN_FLAME,true);
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}
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};
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@@ -802,7 +802,7 @@ public:
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AppearEnvenomTimer = 150000;
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HasVanished = false;
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me->SetVisibility(VISIBILITY_ON);
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me->SetVisible(true);
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me->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE);
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}
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@@ -842,7 +842,7 @@ public:
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VanishTimer = 30000;
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AppearEnvenomTimer= 28000;
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HasVanished = true;
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me->SetVisibility(VISIBILITY_OFF);
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me->SetVisible(false);
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me->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE);
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DoResetThreat();
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// Chase a unit. Check before DoMeleeAttackIfReady prevents from attacking
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@@ -872,7 +872,7 @@ public:
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{
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me->GetMotionMaster()->Clear();
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me->GetMotionMaster()->MoveChase(me->getVictim());
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me->SetVisibility(VISIBILITY_ON);
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me->SetVisible(true);
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AppearEnvenomTimer = 6000;
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} else AppearEnvenomTimer -= diff;
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}
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