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Core/Spells: allow energize spell effects with alternate power types to have negative amounts as well
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@@ -1512,7 +1512,7 @@ void Spell::EffectEnergize(SpellEffIndex effIndex)
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if (level_diff > 0)
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damage -= level_multiplier * level_diff;
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if (damage < 0 && power != POWER_ECLIPSE)
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if (damage < 0 && power != POWER_ECLIPSE && power != POWER_ALTERNATE_POWER)
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return;
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m_caster->EnergizeBySpell(unitTarget, m_spellInfo->Id, damage, power);
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