through 9709c2006e I disabled persist through death because the potential of keeping an alive caster pointer in the active spell queue of the zone.
Might have to revisit on 'zone in' checking if the client doesn't have some spell and they died, thus needing spells re-attributed to them.
through https://git.eq2emu.com/devn00b/EQ2EMu/commit/9709c2006eebe8d9da13eebf2c7aea6e7f818e6c I disabled persist through death because the potential of keeping an alive caster pointer in the active spell queue of the zone.
Might have to revisit on 'zone in' checking if the client doesn't have some spell and they died, thus needing spells re-attributed to them.
may be one potential answer to keep it valid when the caster isn't being forced to remove the spell completely. Still need a way of reviewing upon death.
moving below
```
if(spell->caster == spawn && call_expire_function){
DeleteCasterSpell(spell, "expired", remove_all);
continue;
}
```
may be one potential answer to keep it valid when the caster isn't being forced to remove the spell completely. Still need a way of reviewing upon death.
through
9709c2006e
I disabled persist through death because the potential of keeping an alive caster pointer in the active spell queue of the zone.Might have to revisit on 'zone in' checking if the client doesn't have some spell and they died, thus needing spells re-attributed to them.
moving below
may be one potential answer to keep it valid when the caster isn't being forced to remove the spell completely. Still need a way of reviewing upon death.
ive not received any complaints on this one, closing it out