From a4a57ab0960480952d135ffc0febd8d57c60af18 Mon Sep 17 00:00:00 2001 From: tobmaps Date: Fri, 10 Jun 2011 20:40:23 +0700 Subject: [PATCH] Core/Player: Allow hp5 bonus from items to regenerate also in combat --- src/server/game/Entities/Player/Player.cpp | 7 ++++--- 1 file changed, 4 insertions(+), 3 deletions(-) diff --git a/src/server/game/Entities/Player/Player.cpp b/src/server/game/Entities/Player/Player.cpp index 4c2bf54050..5a0c8fc0ab 100755 --- a/src/server/game/Entities/Player/Player.cpp +++ b/src/server/game/Entities/Player/Player.cpp @@ -2446,8 +2446,9 @@ void Player::RegenerateAll() if (m_regenTimerCount >= 2000) { // Not in combat or they have regeneration - if (!isInCombat() || HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT) || - HasAuraType(SPELL_AURA_MOD_HEALTH_REGEN_IN_COMBAT) || IsPolymorphed()) + if (!isInCombat() || IsPolymorphed() || m_baseHealthRegen || + HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT) || + HasAuraType(SPELL_AURA_MOD_HEALTH_REGEN_IN_COMBAT)) { RegenerateHealth(); } @@ -2600,7 +2601,7 @@ void Player::RegenerateHealth() // normal regen case (maybe partly in combat case) else if (!isInCombat() || HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT)) { - addvalue = OCTRegenHPPerSpirit()* HealthIncreaseRate; + addvalue = OCTRegenHPPerSpirit() * HealthIncreaseRate; if (!isInCombat()) { AuraEffectList const& mModHealthRegenPct = GetAuraEffectsByType(SPELL_AURA_MOD_HEALTH_REGEN_PERCENT);