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Core/Units: Focus will now benefit from power regen mods as well
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@@ -936,6 +936,7 @@ void Creature::UpdatePowerRegeneration(Powers powerType)
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SetFloatValue(UNIT_FIELD_POWER_REGEN_FLAT_MODIFIER, 8.714059f + powerRegenMod); // Most common value in sniffs. Todo: research
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break;
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case POWER_ENERGY:
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case POWER_FOCUS:
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{
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float regenerationRate = CalculatePct<float>(10, powerRegenModPct) + powerRegenMod;
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SetFloatValue(UNIT_FIELD_POWER_REGEN_FLAT_MODIFIER, regenerationRate);
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