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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@@ -178,6 +178,21 @@ namespace Game.Networking.Packets
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public List<PowerUpdatePower> Powers;
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}
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class InterruptPowerRegen : ServerPacket
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{
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public int PowerType;
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public InterruptPowerRegen(PowerType powerType) : base(ServerOpcodes.InterruptPowerRegen, ConnectionType.Instance)
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{
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PowerType = (int)powerType;
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}
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public override void Write()
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{
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_worldPacket.WriteInt32(PowerType);
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}
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}
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public class SetSheathed : ClientPacket
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{
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public SetSheathed(WorldPacket packet) : base(packet) { }
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