[7696] Fixed compile warnings Author: AlexDereka
--HG-- branch : trunk
This commit is contained in:
+1
-1
@@ -4025,7 +4025,7 @@ bool ChatHandler::HandleModifyArenaCommand(const char * args)
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bool ChatHandler::HandleReviveCommand(const char* args)
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bool ChatHandler::HandleReviveCommand(const char* args)
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{
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{
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Player* player = NULL;
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Player* player = NULL;
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uint32 player_guid = 0;
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uint64 player_guid = 0;
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if (*args)
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if (*args)
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{
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{
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+1
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@@ -203,7 +203,7 @@ class TRINITY_DLL_SPEC Object
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return *(((uint8*)&m_uint32Values[ index ])+offset);
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return *(((uint8*)&m_uint32Values[ index ])+offset);
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}
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}
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uint8 GetUInt16Value( uint16 index, uint8 offset) const
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uint16 GetUInt16Value( uint16 index, uint8 offset) const
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{
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{
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ASSERT( index < m_valuesCount || PrintIndexError( index , false) );
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ASSERT( index < m_valuesCount || PrintIndexError( index , false) );
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ASSERT( offset < 2 );
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ASSERT( offset < 2 );
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+1
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@@ -1770,7 +1770,7 @@ class TRINITY_DLL_SPEC Player : public Unit
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for (int i=0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; i++)
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for (int i=0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; i++)
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if (m_bgBattleGroundQueueID[i].bgQueueTypeId == bgQueueTypeId)
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if (m_bgBattleGroundQueueID[i].bgQueueTypeId == bgQueueTypeId)
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return m_bgBattleGroundQueueID[i].invitedToInstance != 0;
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return m_bgBattleGroundQueueID[i].invitedToInstance != 0;
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return PLAYER_MAX_BATTLEGROUND_QUEUES;
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return false;
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}
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}
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bool InBattleGroundQueueForBattleGroundQueueType(BattleGroundQueueTypeId bgQueueTypeId) const
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bool InBattleGroundQueueForBattleGroundQueueType(BattleGroundQueueTypeId bgQueueTypeId) const
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{
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{
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+9
-9
@@ -1586,29 +1586,29 @@ void Unit::DealMeleeDamage(CalcDamageInfo *damageInfo, bool durabilityLoss)
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// Reduce attack time
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// Reduce attack time
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if (pVictim->haveOffhandWeapon() && offtime < basetime)
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if (pVictim->haveOffhandWeapon() && offtime < basetime)
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{
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{
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float percent20 = pVictim->GetAttackTime(OFF_ATTACK) * 0.20;
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float percent20 = pVictim->GetAttackTime(OFF_ATTACK) * 0.20f;
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float percent60 = 3 * percent20;
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float percent60 = 3.0f * percent20;
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if(offtime > percent20 && offtime <= percent60)
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if(offtime > percent20 && offtime <= percent60)
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{
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{
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pVictim->setAttackTimer(OFF_ATTACK, uint32(percent20));
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pVictim->setAttackTimer(OFF_ATTACK, uint32(percent20));
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}
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}
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else if(offtime > percent60)
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else if(offtime > percent60)
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{
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{
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offtime -= 2 * percent20;
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offtime -= 2.0f * percent20;
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pVictim->setAttackTimer(OFF_ATTACK, uint32(offtime));
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pVictim->setAttackTimer(OFF_ATTACK, uint32(offtime));
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}
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}
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}
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}
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else
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else
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{
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{
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float percent20 = pVictim->GetAttackTime(BASE_ATTACK) * 0.20;
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float percent20 = pVictim->GetAttackTime(BASE_ATTACK) * 0.20;
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float percent60 = 3 * percent20;
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float percent60 = 3.0f * percent20;
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if(basetime > percent20 && basetime <= percent60)
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if(basetime > percent20 && basetime <= percent60)
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{
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{
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pVictim->setAttackTimer(BASE_ATTACK, uint32(percent20));
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pVictim->setAttackTimer(BASE_ATTACK, uint32(percent20));
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}
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}
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else if(basetime > percent60)
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else if(basetime > percent60)
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{
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{
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basetime -= 2 * percent20;
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basetime -= 2.0f * percent20;
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pVictim->setAttackTimer(BASE_ATTACK, uint32(basetime));
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pVictim->setAttackTimer(BASE_ATTACK, uint32(basetime));
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}
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}
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}
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}
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@@ -1625,19 +1625,19 @@ void Unit::DealMeleeDamage(CalcDamageInfo *damageInfo, bool durabilityLoss)
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{
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{
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// -probability is between 0% and 40%
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// -probability is between 0% and 40%
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// 20% base chance
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// 20% base chance
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float Probability = 20;
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float Probability = 20.0f;
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//there is a newbie protection, at level 10 just 7% base chance; assuming linear function
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//there is a newbie protection, at level 10 just 7% base chance; assuming linear function
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if( pVictim->getLevel() < 30 )
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if( pVictim->getLevel() < 30 )
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Probability = 0.65f*pVictim->getLevel()+0.5;
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Probability = 0.65f*pVictim->getLevel()+0.5f;
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uint32 VictimDefense=pVictim->GetDefenseSkillValue();
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uint32 VictimDefense=pVictim->GetDefenseSkillValue();
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uint32 AttackerMeleeSkill=GetUnitMeleeSkill();
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uint32 AttackerMeleeSkill=GetUnitMeleeSkill();
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Probability *= AttackerMeleeSkill/(float)VictimDefense;
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Probability *= AttackerMeleeSkill/(float)VictimDefense;
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if(Probability > 40)
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if(Probability > 40.0f)
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Probability = 40;
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Probability = 40.0f;
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if(roll_chance_f(Probability))
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if(roll_chance_f(Probability))
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CastSpell(pVictim, 1604, true);
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CastSpell(pVictim, 1604, true);
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