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Core/Creature: regenerate health
There are three possible scenarios regarding regenerating health - db lock and curhealth set to > 0 - db lock and curhealth set to 0 - dynamic lock (set in scripts and such) overriding db lock
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@@ -1900,7 +1900,7 @@ void SmartScript::ProcessAction(SmartScriptHolder& e, Unit* unit, uint32 var0, u
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{
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for (WorldObject* target : targets)
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if (IsCreature(target))
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target->ToCreature()->setRegeneratingHealth(e.action.setHealthRegen.regenHealth != 0);
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target->ToCreature()->SetRegenerateHealth(e.action.setHealthRegen.regenHealth != 0);
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break;
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}
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case SMART_ACTION_SET_ROOT:
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