*Force creatures to choose a new, random model on spawn/respawn
*Change the damage formula to include weapon min/max damage.. previous method did not work properly at all. --HG-- branch : trunk
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@@ -724,6 +724,7 @@ bool Creature::Create(uint32 guidlow, Map *map, uint32 phaseMask, uint32 Entry,
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}
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LoadCreaturesAddon();
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}
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SetDisplayId(GetCreatureInfo()->GetRandomValidModelId());
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return bResult;
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}
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@@ -1843,6 +1844,8 @@ void Creature::Respawn(bool force)
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else
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setDeathState( JUST_ALIVED );
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SetDisplayId(cinfo->GetRandomValidModelId());
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//Call AI respawn virtual function
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AI()->JustRespawned();
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@@ -870,8 +870,8 @@ void Creature::UpdateDamagePhysical(WeaponAttackType attType)
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weapon_maxdamage = 0;
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}
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float mindamage = ((base_value * dmg_multiplier + weapon_mindamage) * base_pct + total_value) * total_pct;
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float maxdamage = ((base_value * dmg_multiplier + weapon_maxdamage) * base_pct + total_value) * total_pct;
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float mindamage = ((base_value + weapon_mindamage) * dmg_multiplier * base_pct + total_value) * total_pct;
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float maxdamage = ((base_value + weapon_maxdamage) * dmg_multiplier * base_pct + total_value) * total_pct;
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switch(attType)
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{
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