Core/Units: removed some leftover commented code
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@@ -213,42 +213,6 @@ void Unit::UpdatePowerRegeneration(Powers powerType)
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SetFloatValue(UNIT_FIELD_POWER_REGEN_INTERRUPTED_FLAT_MODIFIER + powerIndex, combatRegen);
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SetFloatValue(UNIT_FIELD_POWER_REGEN_FLAT_MODIFIER + powerIndex, peaceRegen);
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}
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/*
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case POWER_FOCUS:
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case POWER_ENERGY:
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{
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// Energy and Focus regeneration is always consistent in and out of combat
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float baseRegen = DBCManager::GetBasePowerRegen(powerType, false, 0);
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SetFloatValue(UNIT_FIELD_POWER_REGEN_INTERRUPTED_FLAT_MODIFIER + powerIndex, baseRegen * powerRegenModPct - baseRegen + powerRegenMod);
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SetFloatValue(UNIT_FIELD_POWER_REGEN_FLAT_MODIFIER + powerIndex, baseRegen * powerRegenModPct - baseRegen + powerRegenMod);
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break;
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}
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case POWER_RUNIC_POWER:
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case POWER_RAGE:
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// Butchery and Anger Management
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SetStatFloatValue(UNIT_FIELD_POWER_REGEN_INTERRUPTED_FLAT_MODIFIER + powerIndex, powerRegenMod);
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break;
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case POWER_RUNE:
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{
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// Formular: base cooldown / (1 - haste)
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float regeneration = 0.1f;
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float haste = GetFloatValue(PLAYER_FIELD_MOD_HASTE_REGEN);
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if (haste != 0.f)
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regeneration /= haste;
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for (int8 i = 0; i < NUM_RUNE_TYPES; i++)
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{
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float mod = 0.f;
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for (AuraEffect const* effect : GetAuraEffectsByType(SPELL_AURA_MOD_POWER_REGEN))
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if (effect->GetMiscValue() == int32(powerType) && effect->GetMiscValueB() == i)
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mod += effect->GetAmount();
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SetFloatValue(PLAYER_RUNE_REGEN_1 + i, regeneration + mod);
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}
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break;
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}
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*/
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}
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}
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