*Correct damage for Steady Shot, thanks lobuz
--HG-- branch : trunk
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@@ -638,10 +638,10 @@ void Spell::SpellDamageSchoolDmg(uint32 effect_idx)
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float dmg_min = item->GetProto()->Damage->DamageMin;
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float dmg_min = item->GetProto()->Damage->DamageMin;
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float dmg_max = item->GetProto()->Damage->DamageMax;
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float dmg_max = item->GetProto()->Damage->DamageMax;
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if (dmg_max == 0.0f && dmg_min > dmg_max)
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if (dmg_max == 0.0f && dmg_min > dmg_max)
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damage += uint32(dmg_min);
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damage += int32(dmg_min);
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else
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else
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damage += urand(uint32(dmg_min), uint32(dmg_max));
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damage += irand(int32(dmg_min), int32(dmg_max));
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damage += ((Player*)m_caster)->GetAmmoDPS()*item->GetProto()->Delay/1000;
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damage += ((Player*)m_caster)->GetAmmoDPS()*item->GetProto()->Delay*float(0.1);
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}
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}
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}
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}
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