Core/Units: Power handling improvements
* Don't include creature_template power multipliers in CreateMana updatefield * Allow NPCs to have power types other than mana * Add missing Essence config regeneration rate * Fixed demon hunter powers not decaying immediately after combat * Fixed some powers decaying immediately out of combat after energizing (for example holy power) * Replace hardcoded list of powers to set to full on levelup with a db2 flag check * Updated Creature::GetPowerIndex for 10.1 new power types Port From (https://github.com/TrinityCore/TrinityCore/commit/1325e0c4b279d590acbcbb05d6abdf5fdb66a882)
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@@ -14,6 +14,7 @@ using Game.Maps;
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using Game.Misc;
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using Game.Networking.Packets;
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using Game.Spells;
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using System;
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using System.Collections;
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using System.Collections.Generic;
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@@ -142,7 +143,7 @@ namespace Game.Entities
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uint m_deathTimer;
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long m_deathExpireTime;
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byte m_swingErrorMsg;
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uint m_combatExitTime;
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DateTime m_regenInterruptTimestamp;
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uint m_regenTimerCount;
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uint m_foodEmoteTimerCount;
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uint m_weaponChangeTimer;
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