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Added a simple check to prevent DoEnduranceUpkeep (1 sec persistent timer)
from constantly checking when client has no endurance drain effects. This was running 24/7 for all classes.
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@@ -290,6 +290,8 @@ public:
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inline float GetTargetRingX() const { return targetring_x; }
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inline float GetTargetRingY() const { return targetring_y; }
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inline float GetTargetRingZ() const { return targetring_z; }
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inline bool HasEndurUpkeep() const { return endur_upkeep; }
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inline void SetEndurUpkeep(bool val) { endur_upkeep = val; }
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//Basic Stats/Inventory
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virtual void SetLevel(uint8 in_level, bool command = false) { level = in_level; }
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@@ -1130,6 +1132,7 @@ protected:
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int16 SpellPowerDistanceMod;
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bool last_los_check;
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bool pseudo_rooted;
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bool endur_upkeep;
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// Bind wound
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Timer bindwound_timer;
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