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:
Ovahlord committed 2020-04-27 14:20:33 +02:00
1 parent 902d373de5
commit e7ba484fcf
14 files changed
+188 -241

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@@ -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: