AURA_STATE_HEALTHLESS_20_PERCENT apply only on alive targets
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@ -357,7 +357,10 @@ void Unit::Update(uint32 update_diff, uint32 p_time)
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// update abilities available only for fraction of time
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UpdateReactives(update_diff);
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ModifyAuraState(AURA_STATE_HEALTHLESS_20_PERCENT, GetHealth() < GetMaxHealth() * 0.20f);
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if (IsAlive())
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{
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ModifyAuraState(AURA_STATE_HEALTHLESS_20_PERCENT, GetHealth() < GetMaxHealth() * 0.20f);
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}
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UpdateSplineMovement(p_time);
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i_motionMaster.UpdateMotion(p_time);
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}
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@ -6633,8 +6636,8 @@ int32 Unit::ModifyHealth(int32 dVal)
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int32 maxHealth = (int32)GetMaxHealth();
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int32 gain;
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if (val < maxHealth)
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int32 gain;
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if (val < maxHealth)
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{
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SetHealth(val);
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gain = val - curHealth;
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@ -6664,7 +6667,7 @@ int32 Unit::ModifyPower(Powers power, int32 dVal)
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int32 maxPower = (int32)GetMaxPower(power);
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int32 gain;
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int32 gain;
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if (val < maxPower)
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{
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SetPower(power, val);
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@ -7606,7 +7609,7 @@ bool Unit::HandleStatModifier(UnitMods unitMod, UnitModifierType modifierType, f
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return false;
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}
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float val;
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float val;
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switch (modifierType)
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{
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@ -8787,8 +8790,8 @@ bool Unit::IsStandState() const
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bool Unit::IsSeatedState() const
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{
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uint8 standState = getStandState();
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return standState != UNIT_STAND_STATE_SLEEP && standState != UNIT_STAND_STATE_STAND;
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uint8 standState = getStandState();
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return standState != UNIT_STAND_STATE_SLEEP && standState != UNIT_STAND_STATE_STAND;
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}
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void Unit::SetStandState(uint8 state)
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