Fix an issue where temp summons were ignoring m_regenHealth.
Port From (https://github.com/TrinityCore/TrinityCore/commit/ec9fbaceb057e5beb8dda066b2c4773abe3dba7e)
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@@ -3059,7 +3059,7 @@ namespace Game.Entities
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m_combatPulseTime = delay;
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m_combatPulseTime = delay;
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}
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}
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bool IsRegeneratingHealth() { return m_regenHealth; }
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public bool IsRegeneratingHealth() { return m_regenHealth; }
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public void SetRegeneratingHealth(bool regenHealth) { m_regenHealth = regenHealth; }
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public void SetRegeneratingHealth(bool regenHealth) { m_regenHealth = regenHealth; }
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public void SetHomePosition(float x, float y, float z, float o)
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public void SetHomePosition(float x, float y, float z, float o)
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@@ -47,7 +47,11 @@ namespace Game.AI
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owner.SetWalk(true);
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owner.SetWalk(true);
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owner.LoadCreaturesAddon();
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owner.LoadCreaturesAddon();
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owner.GetAI().JustReachedHome();
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owner.GetAI().JustReachedHome();
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owner.SetSpawnHealth();
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if (owner.IsRegeneratingHealth())
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{
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owner.SetFullHealth();
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owner.SetPower(PowerType.Mana, owner.GetMaxPower(PowerType.Mana));
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}
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}
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}
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}
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}
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