diff --git a/src/server/game/Entities/Unit/StatSystem.cpp b/src/server/game/Entities/Unit/StatSystem.cpp index 76277e2d84..69b7570daf 100644 --- a/src/server/game/Entities/Unit/StatSystem.cpp +++ b/src/server/game/Entities/Unit/StatSystem.cpp @@ -213,42 +213,6 @@ void Unit::UpdatePowerRegeneration(Powers powerType) SetFloatValue(UNIT_FIELD_POWER_REGEN_INTERRUPTED_FLAT_MODIFIER + powerIndex, combatRegen); SetFloatValue(UNIT_FIELD_POWER_REGEN_FLAT_MODIFIER + powerIndex, peaceRegen); } - - /* - case POWER_FOCUS: - case POWER_ENERGY: - { - // Energy and Focus regeneration is always consistent in and out of combat - float baseRegen = DBCManager::GetBasePowerRegen(powerType, false, 0); - SetFloatValue(UNIT_FIELD_POWER_REGEN_INTERRUPTED_FLAT_MODIFIER + powerIndex, baseRegen * powerRegenModPct - baseRegen + powerRegenMod); - SetFloatValue(UNIT_FIELD_POWER_REGEN_FLAT_MODIFIER + powerIndex, baseRegen * powerRegenModPct - baseRegen + powerRegenMod); - break; - } - case POWER_RUNIC_POWER: - case POWER_RAGE: - // Butchery and Anger Management - SetStatFloatValue(UNIT_FIELD_POWER_REGEN_INTERRUPTED_FLAT_MODIFIER + powerIndex, powerRegenMod); - break; - case POWER_RUNE: - { - // Formular: base cooldown / (1 - haste) - float regeneration = 0.1f; - float haste = GetFloatValue(PLAYER_FIELD_MOD_HASTE_REGEN); - if (haste != 0.f) - regeneration /= haste; - - for (int8 i = 0; i < NUM_RUNE_TYPES; i++) - { - float mod = 0.f; - for (AuraEffect const* effect : GetAuraEffectsByType(SPELL_AURA_MOD_POWER_REGEN)) - if (effect->GetMiscValue() == int32(powerType) && effect->GetMiscValueB() == i) - mod += effect->GetAmount(); - - SetFloatValue(PLAYER_RUNE_REGEN_1 + i, regeneration + mod); - } - break; - } - */ } }