Core/Player: Allow hp5 bonus from items to regenerate also in combat
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@@ -2446,8 +2446,9 @@ void Player::RegenerateAll()
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if (m_regenTimerCount >= 2000)
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if (m_regenTimerCount >= 2000)
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{
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{
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// Not in combat or they have regeneration
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// Not in combat or they have regeneration
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if (!isInCombat() || HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT) ||
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if (!isInCombat() || IsPolymorphed() || m_baseHealthRegen ||
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HasAuraType(SPELL_AURA_MOD_HEALTH_REGEN_IN_COMBAT) || IsPolymorphed())
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HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT) ||
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HasAuraType(SPELL_AURA_MOD_HEALTH_REGEN_IN_COMBAT))
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{
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{
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RegenerateHealth();
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RegenerateHealth();
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}
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}
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@@ -2600,7 +2601,7 @@ void Player::RegenerateHealth()
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// normal regen case (maybe partly in combat case)
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// normal regen case (maybe partly in combat case)
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else if (!isInCombat() || HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT))
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else if (!isInCombat() || HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT))
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{
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{
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addvalue = OCTRegenHPPerSpirit()* HealthIncreaseRate;
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addvalue = OCTRegenHPPerSpirit() * HealthIncreaseRate;
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if (!isInCombat())
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if (!isInCombat())
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{
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{
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AuraEffectList const& mModHealthRegenPct = GetAuraEffectsByType(SPELL_AURA_MOD_HEALTH_REGEN_PERCENT);
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AuraEffectList const& mModHealthRegenPct = GetAuraEffectsByType(SPELL_AURA_MOD_HEALTH_REGEN_PERCENT);
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