fix(Core/Player): Apply SPELL_AURA_MOD_HEALTH_REGEN_PERCENT to in combat health regen (#15961)
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@@ -1985,12 +1985,15 @@ void Player::RegenerateHealth()
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else if (!IsInCombat() || HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT))
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else if (!IsInCombat() || HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT))
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{
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{
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addvalue = OCTRegenHPPerSpirit() * HealthIncreaseRate;
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addvalue = OCTRegenHPPerSpirit() * HealthIncreaseRate;
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AuraEffectList const& mModHealthRegenPct = GetAuraEffectsByType(SPELL_AURA_MOD_HEALTH_REGEN_PERCENT);
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for (AuraEffectList::const_iterator i = mModHealthRegenPct.begin(); i != mModHealthRegenPct.end(); ++i)
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{
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AddPct(addvalue, (*i)->GetAmount());
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}
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if (!IsInCombat())
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if (!IsInCombat())
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{
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{
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AuraEffectList const& mModHealthRegenPct = GetAuraEffectsByType(SPELL_AURA_MOD_HEALTH_REGEN_PERCENT);
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for (AuraEffectList::const_iterator i = mModHealthRegenPct.begin(); i != mModHealthRegenPct.end(); ++i)
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AddPct(addvalue, (*i)->GetAmount());
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addvalue += GetTotalAuraModifier(SPELL_AURA_MOD_REGEN) * 2 * IN_MILLISECONDS / (5 * IN_MILLISECONDS);
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addvalue += GetTotalAuraModifier(SPELL_AURA_MOD_REGEN) * 2 * IN_MILLISECONDS / (5 * IN_MILLISECONDS);
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}
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}
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else if (HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT))
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else if (HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT))
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