Core/Player: Allow hp5 bonus from items to regenerate also in combat

This commit is contained in:
tobmaps
2011-06-10 20:40:23 +07:00
parent dfc92ef59e
commit a4a57ab096
+4 -3
View File
@@ -2446,8 +2446,9 @@ void Player::RegenerateAll()
if (m_regenTimerCount >= 2000) if (m_regenTimerCount >= 2000)
{ {
// Not in combat or they have regeneration // Not in combat or they have regeneration
if (!isInCombat() || HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT) || if (!isInCombat() || IsPolymorphed() || m_baseHealthRegen ||
HasAuraType(SPELL_AURA_MOD_HEALTH_REGEN_IN_COMBAT) || IsPolymorphed()) HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT) ||
HasAuraType(SPELL_AURA_MOD_HEALTH_REGEN_IN_COMBAT))
{ {
RegenerateHealth(); RegenerateHealth();
} }
@@ -2600,7 +2601,7 @@ void Player::RegenerateHealth()
// normal regen case (maybe partly in combat case) // normal regen case (maybe partly in combat case)
else if (!isInCombat() || HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT)) else if (!isInCombat() || HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT))
{ {
addvalue = OCTRegenHPPerSpirit()* HealthIncreaseRate; addvalue = OCTRegenHPPerSpirit() * HealthIncreaseRate;
if (!isInCombat()) if (!isInCombat())
{ {
AuraEffectList const& mModHealthRegenPct = GetAuraEffectsByType(SPELL_AURA_MOD_HEALTH_REGEN_PERCENT); AuraEffectList const& mModHealthRegenPct = GetAuraEffectsByType(SPELL_AURA_MOD_HEALTH_REGEN_PERCENT);