From 891c3b6478170eab0bdd063cb1eae7c8beea80c1 Mon Sep 17 00:00:00 2001 From: hondacrx Date: Mon, 17 May 2021 14:39:37 -0400 Subject: [PATCH] Core/Players: Fixed last tick of power regeneration when reaching minimum or maximum value not being visible clientside and not triggering auras on power value change Port From (https://github.com/TrinityCore/TrinityCore/commit/5158136ee8a77046e37bafa192481b8b61d4a116) --- Source/Game/Entities/Player/Player.cs | 5 ++++- 1 file changed, 4 insertions(+), 1 deletion(-) diff --git a/Source/Game/Entities/Player/Player.cs b/Source/Game/Entities/Player/Player.cs index 31aa38a55..abf7d8584 100644 --- a/Source/Game/Entities/Player/Player.cs +++ b/Source/Game/Entities/Player/Player.cs @@ -3772,6 +3772,7 @@ namespace Game.Entities addvalue += m_powerFraction[powerIndex]; int integerValue = (int)Math.Abs(addvalue); + bool forcesSetPower = false; if (addvalue < 0.0f) { if (curValue <= minPower) @@ -3796,6 +3797,7 @@ namespace Game.Entities { curValue = minPower; m_powerFraction[powerIndex] = 0; + forcesSetPower = true; } } else @@ -3809,13 +3811,14 @@ namespace Game.Entities { curValue = maxPower; m_powerFraction[powerIndex] = 0; + forcesSetPower = true; } } if (GetCommandStatus(PlayerCommandStates.Power)) curValue = maxPower; - if (m_regenTimerCount >= 2000) + if (m_regenTimerCount >= 2000 || forcesSetPower) SetPower(power, curValue); else {