Core/Units: reworked creature power regeneration handling
* players and creatures now share the same power regeneration regeneration function * UpdatePowerRegeneration is now virtual and handles creature and player specific formulas individually * handle update field flag UF_FLAG_UNIT_ALL to handle UNIT_FIELD_POWER_REGEN_FLAT_MODIFIER and UNIT_FIELD_POWER_REGEN_INTERRUPTED_FLAT_MODIFIER for creatures as well
This commit is contained in:
1 parent
902d373de5
commit
e7ba484fcf
14 files changed
+188
-241
No files matched your search
@@ -748,6 +748,9 @@ uint32 Object::GetUpdateFieldData(Player const* target, uint32*& flags) const
|
||||
|
||||
if (plr && plr->IsInSameRaidWith(target))
|
||||
visibleFlag |= UF_FLAG_PARTY_MEMBER;
|
||||
|
||||
if (IsCreature())
|
||||
visibleFlag |= UF_FLAG_UNIT_ALL;
|
||||
break;
|
||||
}
|
||||
case TYPEID_GAMEOBJECT:
|
||||
|
||||
Reference in new issue
Block a user