mod-paragon: default HasActivePowers on for rage from white hits

Paragon OnPlayerHasActivePowerType only reported POWER_RAGE when
Paragon.MultiResource.HasActivePowers was true. Core melee rage uses
Unit::DealDamage -> HasActivePowerType(POWER_RAGE) before RewardRage;
missing module config (common on fresh clones / Docker without merged
mod_paragon.conf) fell through to GetOption(..., false) and white swings
never generated rage. Match mod_paragon.conf.dist and default the C++
fallback to true so Paragon behaves correctly out of the box. Set
Paragon.MultiResource.HasActivePowers = 0 only for intentional test builds.

Co-authored-by: Cursor <cursoragent@cursor.com>
This commit is contained in:
Docker Build
2026-05-09 15:54:39 -04:00
parent 3a2ae82593
commit 7298d89c9a
2 changed files with 7 additions and 2 deletions
+2 -2
View File
@@ -37,7 +37,7 @@ public:
{
LOG_INFO("module", "[paragon] Paragon_PlayerScript registered "
"(MultiResource.HasActivePowers={})",
sConfigMgr->GetOption<bool>("Paragon.MultiResource.HasActivePowers", false));
sConfigMgr->GetOption<bool>("Paragon.MultiResource.HasActivePowers", true));
}
[[nodiscard]] Optional<bool> OnPlayerIsClass(Player const* player, Classes unitClass, ClassContext context) override
@@ -77,7 +77,7 @@ public:
if (power == POWER_RUNIC_POWER || power == POWER_RUNE)
return true;
if (sConfigMgr->GetOption<bool>("Paragon.MultiResource.HasActivePowers", false))
if (sConfigMgr->GetOption<bool>("Paragon.MultiResource.HasActivePowers", true))
{
switch (power)
{