Core/Misc: Added helper function Unit::SetFullPower * Also renamed Unit::getPowerType and Unit::setPowerType to follow style guidelines
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@@ -4820,7 +4820,7 @@ namespace Game.Spells
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{
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// Converts up to 10 rage per second into health for $d. Each point of rage is converted into ${$m2/10}.1% of max health.
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// Should be manauser
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if (target.getPowerType() != PowerType.Rage)
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if (target.GetPowerType() != PowerType.Rage)
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break;
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int rage = target.GetPower(PowerType.Rage);
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// Nothing todo
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@@ -5595,7 +5595,7 @@ namespace Game.Spells
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{
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PowerType powerType = (PowerType)GetMiscValue();
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if (caster == null || !caster.IsAlive() || !target.IsAlive() || target.getPowerType() != powerType)
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if (caster == null || !caster.IsAlive() || !target.IsAlive() || target.GetPowerType() != powerType)
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return;
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if (target.HasUnitState(UnitState.Isolated) || target.IsImmunedToDamage(GetSpellInfo()))
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@@ -5646,7 +5646,7 @@ namespace Game.Spells
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{
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PowerType powerType;
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if (GetMiscValue() == (int)PowerType.All)
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powerType = target.getPowerType();
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powerType = target.GetPowerType();
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else
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powerType = (PowerType)GetMiscValue();
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@@ -5708,7 +5708,7 @@ namespace Game.Spells
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{
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PowerType powerType = (PowerType)GetMiscValue();
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if (caster == null || !target.IsAlive() || target.getPowerType() != powerType)
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if (caster == null || !target.IsAlive() || target.GetPowerType() != powerType)
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return;
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if (target.HasUnitState(UnitState.Isolated) || target.IsImmunedToDamage(GetSpellInfo()))
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