mirror of
https://github.com/araxiaonline/TrinityCore.git
synced 2026-06-19 22:49:39 -04:00
power regen update
This commit is contained in:
@@ -310,7 +310,7 @@ Unit::Unit(bool isWorldObject) :
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m_ControlledByPlayer(false), m_procDeep(0), m_procChainLength(0), m_transformSpell(0),
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m_removedAurasCount(0), m_interruptMask(SpellAuraInterruptFlags::None), m_interruptMask2(SpellAuraInterruptFlags2::None),
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m_unitMovedByMe(nullptr), m_playerMovingMe(nullptr), m_charmer(nullptr), m_charmed(nullptr),
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i_motionMaster(std::make_unique<MotionMaster>(this)), m_regenTimer(0), m_vehicle(nullptr),
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i_motionMaster(std::make_unique<MotionMaster>(this)), m_vehicle(nullptr),
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m_unitTypeMask(UNIT_MASK_NONE), m_Diminishing(), m_combatManager(this),
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m_threatManager(this), m_aiLocked(false), _playHoverAnim(false), _aiAnimKitId(0), _movementAnimKitId(0), _meleeAnimKitId(0),
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_spellHistory(std::make_unique<SpellHistory>(this))
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@@ -470,6 +470,8 @@ void Unit::Update(uint32 p_time)
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if (IsAlive())
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{
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RegenerateAll(p_time);
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ModifyAuraState(AURA_STATE_WOUNDED_20_PERCENT, HealthBelowPct(20));
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ModifyAuraState(AURA_STATE_WOUNDED_25_PERCENT, HealthBelowPct(25));
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ModifyAuraState(AURA_STATE_WOUNDED_35_PERCENT, HealthBelowPct(35));
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@@ -6644,10 +6646,9 @@ void Unit::SendEnergizeSpellLog(Unit* victim, uint32 spellID, int32 damage, int3
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void Unit::EnergizeBySpell(Unit* victim, SpellInfo const* spellInfo, int32 damage, Powers powerType)
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{
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if (Player* player = victim->ToPlayer())
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if (PowerTypeEntry const* powerTypeEntry = sDB2Manager.GetPowerTypeEntry(powerType))
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if (powerTypeEntry->GetFlags().HasFlag(PowerTypeFlags::UseRegenInterrupt))
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player->InterruptPowerRegen(powerType);
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if (PowerTypeEntry const* powerTypeEntry = sDB2Manager.GetPowerTypeEntry(powerType))
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if (powerTypeEntry->GetFlags().HasFlag(PowerTypeFlags::UseRegenInterrupt))
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InterruptPowerRegen(powerType);
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int32 gain = 0;
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int32 overEnergize = 0;
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@@ -10509,28 +10510,25 @@ void Unit::ApplyHasteRegenMod(float val, bool apply)
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else
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ApplyPercentModUpdateFieldValue(m_values.ModifyValue(&Unit::m_unitData).ModifyValue(&UF::UnitData::ModHasteRegen), -val, apply);
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if (IsPlayer())
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for (uint8 powerType = POWER_MANA; powerType != MAX_POWERS; ++powerType)
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{
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for (uint8 powerType = POWER_MANA; powerType != MAX_POWERS; ++powerType)
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{
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uint32 powerIndex = GetPowerIndex(static_cast<Powers>(powerType));
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if (powerIndex == MAX_POWERS)
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continue;
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uint32 powerIndex = GetPowerIndex(static_cast<Powers>(powerType));
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if (powerIndex == MAX_POWERS)
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continue;
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PowerTypeEntry const* powerTypeEntry = sDB2Manager.GetPowerTypeEntry(static_cast<Powers>(powerType));
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if (!powerTypeEntry)
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continue;
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PowerTypeEntry const* powerTypeEntry = sDB2Manager.GetPowerTypeEntry(static_cast<Powers>(powerType));
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if (!powerTypeEntry)
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continue;
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bool regenAffectedByHaste = powerTypeEntry->GetFlags().HasFlag(PowerTypeFlags::RegenAffectedByHaste);
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bool regenAffectedByHaste = powerTypeEntry->GetFlags().HasFlag(PowerTypeFlags::RegenAffectedByHaste);
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// Classic Only - Death Knight Runes use the flags of the POWER_RUNES
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if (powerType == POWER_RUNE_BLOOD || powerType == POWER_RUNE_FROST || powerType == POWER_RUNE_UNHOLY)
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if (PowerTypeEntry const* powerTypeEntry = sDB2Manager.GetPowerTypeEntry(POWER_RUNES))
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regenAffectedByHaste = powerTypeEntry->GetFlags().HasFlag(PowerTypeFlags::RegenAffectedByHaste);
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// Classic Only - Death Knight Runes use the flags of the POWER_RUNES
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if (powerType == POWER_RUNE_BLOOD || powerType == POWER_RUNE_FROST || powerType == POWER_RUNE_UNHOLY)
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if (PowerTypeEntry const* powerTypeEntry = sDB2Manager.GetPowerTypeEntry(POWER_RUNES))
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regenAffectedByHaste = powerTypeEntry->GetFlags().HasFlag(PowerTypeFlags::RegenAffectedByHaste);
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if (regenAffectedByHaste)
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ToPlayer()->UpdatePowerRegen(static_cast<Powers>(powerType));
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}
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if (regenAffectedByHaste)
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UpdatePowerRegen(static_cast<Powers>(powerType));
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}
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}
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@@ -11943,6 +11941,188 @@ bool Unit::CanApplyResilience() const
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*damage -= target->GetDamageReduction(*damage);
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}
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// Players update their powers in 2 seconds intervals, creatures in 1 second ones
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constexpr uint32 CREATURE_POWER_REGEN_UPDATE_INTERVAL = 1 * IN_MILLISECONDS;
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constexpr uint32 PLAYER_POWER_REGEN_UPDATE_INTERVAL = 2 * IN_MILLISECONDS;
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void Unit::RegenerateAll(uint32 diff)
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{
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_powerRegenUpdateTimer += diff;
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_healthRegenerationTimer += diff;
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for (Powers power = POWER_MANA; power < MAX_POWERS; power = Powers(power + 1))
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if (power != POWER_RUNE_BLOOD && power != POWER_RUNE_FROST && power != POWER_RUNE_UNHOLY)
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Regenerate(power, diff);
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uint32 powerRegenUpdateInterval = IsPlayer() ? PLAYER_POWER_REGEN_UPDATE_INTERVAL : CREATURE_POWER_REGEN_UPDATE_INTERVAL;
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if (_powerRegenUpdateTimer >= powerRegenUpdateInterval)
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_powerRegenUpdateTimer = 0;
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if (_healthRegenerationTimer >= HEALTH_REGENERATION_INTERVAL)
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{
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RegenerateHealth();
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_healthRegenerationTimer = 0;
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}
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}
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void Unit::Regenerate(Powers power, uint32 diff)
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{
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if (!HasUnitFlag2(UNIT_FLAG2_REGENERATE_POWER))
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return;
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// Skip regeneration for power type we cannot have
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uint32 powerIndex = GetPowerIndex(power);
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if (powerIndex == MAX_POWERS || powerIndex >= MAX_POWERS_PER_CLASS)
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return;
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/// @todo possible use of miscvalueb instead of amount
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if (HasAuraTypeWithValue(SPELL_AURA_PREVENT_REGENERATE_POWER, power) || HasAuraType(SPELL_AURA_INTERRUPT_REGEN))
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return;
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int32 curValue = GetPower(power);
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PowerTypeEntry const* powerType = sDB2Manager.GetPowerTypeEntry(power);
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if (!powerType)
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return;
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float addvalue = 0.0f;
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if (!IsInCombat())
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{
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if (powerType->GetFlags().HasFlag(PowerTypeFlags::UseRegenInterrupt) && _regenInterruptTimestamp + Milliseconds(powerType->RegenInterruptTimeMS) >= GameTime::Now())
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return;
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addvalue = (powerType->RegenPeace + m_unitData->PowerRegenFlatModifier[powerIndex]) * 0.001f * diff;
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}
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else
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addvalue = (powerType->RegenCombat + m_unitData->PowerRegenInterruptedFlatModifier[powerIndex]) * 0.001f * diff;
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static Rates const RatesForPower[MAX_POWERS] =
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{
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RATE_POWER_MANA,
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RATE_POWER_RAGE_LOSS,
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RATE_POWER_FOCUS,
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RATE_POWER_ENERGY,
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RATE_POWER_COMBO_POINTS_LOSS,
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MAX_RATES, // runes
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RATE_POWER_RUNIC_POWER_LOSS,
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RATE_POWER_SOUL_SHARDS,
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RATE_POWER_LUNAR_POWER,
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RATE_POWER_HOLY_POWER,
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MAX_RATES, // alternate
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RATE_POWER_MAELSTROM,
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RATE_POWER_CHI,
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RATE_POWER_INSANITY,
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MAX_RATES, // burning embers, unused
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MAX_RATES, // demonic fury, unused
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RATE_POWER_ARCANE_CHARGES,
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RATE_POWER_FURY,
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RATE_POWER_PAIN,
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RATE_POWER_ESSENCE,
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MAX_RATES, // runes
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MAX_RATES, // runes
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MAX_RATES, // runes
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MAX_RATES, // alternate
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MAX_RATES, // alternate
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MAX_RATES, // alternate
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};
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if (RatesForPower[power] != MAX_RATES)
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addvalue *= sWorld->getRate(RatesForPower[power]);
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int32 minPower = powerType->MinPower;
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int32 maxPower = GetMaxPower(power);
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if (powerType->CenterPower)
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{
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if (curValue > powerType->CenterPower)
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{
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addvalue = -std::abs(addvalue);
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minPower = powerType->CenterPower;
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}
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else if (curValue < powerType->CenterPower)
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{
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addvalue = std::abs(addvalue);
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maxPower = powerType->CenterPower;
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}
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else
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return;
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}
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addvalue += _powerFraction[powerIndex];
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int32 integerValue = int32(std::fabs(addvalue));
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if (addvalue < 0.0f)
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{
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if (curValue <= minPower)
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return;
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}
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else if (addvalue > 0.0f)
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{
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if (curValue >= maxPower)
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return;
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}
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else
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return;
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bool forcesSetPower = false;
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if (addvalue < 0.0f)
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{
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if (curValue > minPower + integerValue)
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{
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curValue -= integerValue;
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_powerFraction[powerIndex] = addvalue + integerValue;
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}
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else
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{
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curValue = minPower;
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_powerFraction[powerIndex] = 0;
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forcesSetPower = true;
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}
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}
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else
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{
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if (curValue + integerValue <= maxPower)
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{
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curValue += integerValue;
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_powerFraction[powerIndex] = addvalue - integerValue;
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}
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else
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{
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curValue = maxPower;
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_powerFraction[powerIndex] = 0;
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forcesSetPower = true;
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}
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}
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if (IsPlayer() && ToPlayer()->GetCommandStatus(CHEAT_POWER))
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curValue = maxPower;
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if (_powerRegenUpdateTimer >= (IsPlayer() ? PLAYER_POWER_REGEN_UPDATE_INTERVAL : CREATURE_POWER_REGEN_UPDATE_INTERVAL) || forcesSetPower)
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SetPower(power, curValue);
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else
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{
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// throttle packet sending
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DoWithSuppressingObjectUpdates([&]()
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{
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SetUpdateFieldValue(m_values.ModifyValue(&Unit::m_unitData).ModifyValue(&UF::UnitData::Power, powerIndex), curValue);
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const_cast<UF::UnitData&>(*m_unitData).ClearChanged(&UF::UnitData::Power, powerIndex);
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});
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}
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}
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void Unit::InterruptPowerRegen(Powers power)
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{
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uint32 powerIndex = GetPowerIndex(power);
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if (powerIndex == MAX_POWERS || powerIndex >= MAX_POWERS_PER_CLASS)
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return;
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_regenInterruptTimestamp = GameTime::Now();
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_powerFraction[powerIndex] = 0.0f;
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if (IsPlayer())
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ToPlayer()->SendDirectMessage(WorldPackets::Combat::InterruptPowerRegen(power).Write());
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}
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int32 Unit::CalculateAOEAvoidance(int32 damage, uint32 schoolMask, bool npcCaster) const
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{
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damage = int32(float(damage) * GetTotalAuraMultiplierByMiscMask(SPELL_AURA_MOD_AOE_DAMAGE_AVOIDANCE, schoolMask));
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