Core/Game: fix all warnings related to converting doubles and floats.
--HG-- branch : trunk
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@@ -671,9 +671,9 @@ void WorldSession::HandleTextEmoteOpcode(WorldPacket & recv_data)
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Trinity::EmoteChatBuilder emote_builder(*GetPlayer(), text_emote, emoteNum, unit);
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Trinity::LocalizedPacketDo<Trinity::EmoteChatBuilder > emote_do(emote_builder);
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Trinity::PlayerDistWorker<Trinity::LocalizedPacketDo<Trinity::EmoteChatBuilder > > emote_worker(GetPlayer(), sWorld.getConfig(CONFIG_LISTEN_RANGE_TEXTEMOTE), emote_do);
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Trinity::PlayerDistWorker<Trinity::LocalizedPacketDo<Trinity::EmoteChatBuilder > > emote_worker(GetPlayer(), (float)sWorld.getConfig(CONFIG_LISTEN_RANGE_TEXTEMOTE), emote_do);
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TypeContainerVisitor<Trinity::PlayerDistWorker<Trinity::LocalizedPacketDo<Trinity::EmoteChatBuilder> >, WorldTypeMapContainer> message(emote_worker);
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cell.Visit(p, message, *GetPlayer()->GetMap(), *GetPlayer(), sWorld.getConfig(CONFIG_LISTEN_RANGE_TEXTEMOTE));
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cell.Visit(p, message, *GetPlayer()->GetMap(), *GetPlayer(), (float)sWorld.getConfig(CONFIG_LISTEN_RANGE_TEXTEMOTE));
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GetPlayer()->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DO_EMOTE, text_emote, 0, unit);
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@@ -223,7 +223,7 @@ void WorldSession::HandleLootMoneyOpcode(WorldPacket & /*recv_data*/)
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Player* playerGroup = itr->getSource();
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if (!playerGroup)
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continue;
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if (player->IsWithinDistInMap(playerGroup,sWorld.getConfig(CONFIG_GROUP_XP_DISTANCE),false))
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if (player->IsWithinDistInMap(playerGroup,(float)sWorld.getConfig(CONFIG_GROUP_XP_DISTANCE),false))
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playersNear.push_back(playerGroup);
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}
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@@ -333,7 +333,7 @@ void WorldSession::DoLootRelease(uint64 lguid)
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ReqValue = lockInfo->Skill[0];
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float skill = float(player->GetSkillValue(SKILL_MINING))/(ReqValue+25);
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double chance = pow(0.8*chance_rate,4*(1/double(max_amount))*double(uses));
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if (roll_chance_f(100*chance+skill))
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if (roll_chance_f((float)(100*chance+skill)))
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{
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go->SetLootState(GO_READY);
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}
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@@ -859,8 +859,8 @@ void WorldSession::HandleAreaTriggerOpcode(WorldPacket & recv_data)
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float playerBoxDistX = pl->GetPositionX() - atEntry->x;
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float playerBoxDistY = pl->GetPositionY() - atEntry->y;
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float rotPlayerX = atEntry->x + playerBoxDistX * cosVal - playerBoxDistY*sinVal;
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float rotPlayerY = atEntry->y + playerBoxDistY * cosVal + playerBoxDistX*sinVal;
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float rotPlayerX = (float)(atEntry->x + playerBoxDistX * cosVal - playerBoxDistY*sinVal);
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float rotPlayerY = (float)(atEntry->y + playerBoxDistY * cosVal + playerBoxDistX*sinVal);
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// box edges are parallel to coordiante axis, so we can treat every dimension independently :D
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float dz = pl->GetPositionZ() - atEntry->z;
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