Core/Misc: Added 'f' after float values
This commit is contained in:
@@ -1286,7 +1286,7 @@ bool Creature::LoadFromDB(uint32 guid, Map* map)
|
||||
if (canFly())
|
||||
{
|
||||
float tz = map->GetHeight(data->posX, data->posY, data->posZ, false);
|
||||
if (data->posZ - tz > 0.1)
|
||||
if (data->posZ - tz > 0.1f)
|
||||
Relocate(data->posX, data->posY, tz);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -371,7 +371,7 @@ void PlayerMenu::SendQuestGiverQuestDetails(Quest const* quest, uint64 npcGUID,
|
||||
|
||||
// rewarded honor points. Multiply with 10 to satisfy client
|
||||
data << 10 * Trinity::Honor::hk_honor_at_level(_session->GetPlayer()->getLevel(), quest->GetRewHonorMultiplier());
|
||||
data << float(0); // new 3.3.0, honor multiplier?
|
||||
data << float(0.0f); // new 3.3.0, honor multiplier?
|
||||
data << uint32(quest->GetRewSpell()); // reward spell, this spell will display (icon) (casted if RewSpellCast == 0)
|
||||
data << int32(quest->GetRewSpellCast()); // casted spell
|
||||
data << uint32(quest->GetCharTitleId()); // CharTitleId, new 2.4.0, player gets this title (id from CharTitles)
|
||||
|
||||
@@ -55,10 +55,10 @@ ObjectPosSelector::UsedPosList::value_type const* ObjectPosSelector::nextUsedPos
|
||||
|
||||
void ObjectPosSelector::AddUsedPos(float size, float angle, float dist)
|
||||
{
|
||||
if (angle>=0)
|
||||
m_UsedPosLists[USED_POS_PLUS].insert(UsedPosList::value_type(angle, UsedPos(1.0, size, dist)));
|
||||
if (angle >= 0)
|
||||
m_UsedPosLists[USED_POS_PLUS].insert(UsedPosList::value_type(angle, UsedPos(1.0f, size, dist)));
|
||||
else
|
||||
m_UsedPosLists[USED_POS_MINUS].insert(UsedPosList::value_type(-angle, UsedPos(-1.0, size, dist)));
|
||||
m_UsedPosLists[USED_POS_MINUS].insert(UsedPosList::value_type(-angle, UsedPos(-1.0f, size, dist)));
|
||||
}
|
||||
|
||||
void ObjectPosSelector::InitializeAngle()
|
||||
@@ -76,9 +76,9 @@ void ObjectPosSelector::InitializeAngle()
|
||||
bool ObjectPosSelector::FirstAngle(float& angle)
|
||||
{
|
||||
if (m_UsedPosLists[USED_POS_PLUS].empty() && !m_UsedPosLists[USED_POS_MINUS].empty() )
|
||||
return NextAngleFor(*m_UsedPosLists[USED_POS_MINUS].begin(), 1.0, USED_POS_PLUS, angle);
|
||||
return NextAngleFor(*m_UsedPosLists[USED_POS_MINUS].begin(), 1.0f, USED_POS_PLUS, angle);
|
||||
else if (m_UsedPosLists[USED_POS_MINUS].empty() && !m_UsedPosLists[USED_POS_PLUS].empty() )
|
||||
return NextAngleFor(*m_UsedPosLists[USED_POS_PLUS].begin(), -1.0, USED_POS_MINUS, angle);
|
||||
return NextAngleFor(*m_UsedPosLists[USED_POS_PLUS].begin(), -1.0f, USED_POS_MINUS, angle);
|
||||
|
||||
return false;
|
||||
}
|
||||
@@ -118,9 +118,9 @@ bool ObjectPosSelector::NextPosibleAngle(float& angle)
|
||||
{
|
||||
bool ok;
|
||||
if (m_smallStepOk[USED_POS_PLUS])
|
||||
ok = NextSmallStepAngle(1.0, USED_POS_PLUS, angle);
|
||||
ok = NextSmallStepAngle(1.0f, USED_POS_PLUS, angle);
|
||||
else
|
||||
ok = NextAngleFor(*m_nextUsedPos[USED_POS_PLUS], 1.0, USED_POS_PLUS, angle);
|
||||
ok = NextAngleFor(*m_nextUsedPos[USED_POS_PLUS], 1.0f, USED_POS_PLUS, angle);
|
||||
|
||||
if (!ok)
|
||||
++m_nextUsedPos[USED_POS_PLUS]; // increase. only at fail (original or checked)
|
||||
@@ -131,9 +131,9 @@ bool ObjectPosSelector::NextPosibleAngle(float& angle)
|
||||
{
|
||||
bool ok;
|
||||
if (m_smallStepOk[USED_POS_MINUS])
|
||||
ok = NextSmallStepAngle(-1.0, USED_POS_MINUS, angle);
|
||||
ok = NextSmallStepAngle(-1.0f, USED_POS_MINUS, angle);
|
||||
else
|
||||
ok = NextAngleFor(*m_nextUsedPos[USED_POS_MINUS], -1.0, USED_POS_MINUS, angle);
|
||||
ok = NextAngleFor(*m_nextUsedPos[USED_POS_MINUS], -1.0f, USED_POS_MINUS, angle);
|
||||
|
||||
if (!ok)
|
||||
++m_nextUsedPos[USED_POS_MINUS];
|
||||
@@ -142,10 +142,10 @@ bool ObjectPosSelector::NextPosibleAngle(float& angle)
|
||||
else // both list empty
|
||||
{
|
||||
if (m_smallStepOk[USED_POS_PLUS] && (!m_smallStepOk[USED_POS_MINUS] || m_smallStepAngle[USED_POS_PLUS] <= m_smallStepAngle[USED_POS_MINUS]))
|
||||
return NextSmallStepAngle(1.0, USED_POS_PLUS, angle);
|
||||
return NextSmallStepAngle(1.0f, USED_POS_PLUS, angle);
|
||||
// -- direction less updated
|
||||
else if (m_smallStepOk[USED_POS_MINUS])
|
||||
return NextSmallStepAngle(-1.0, USED_POS_MINUS, angle);
|
||||
return NextSmallStepAngle(-1.0f, USED_POS_MINUS, angle);
|
||||
}
|
||||
|
||||
// no angles
|
||||
|
||||
@@ -68,8 +68,8 @@ struct ObjectPosSelector
|
||||
|
||||
bool CheckOriginal() const
|
||||
{
|
||||
return (m_UsedPosLists[USED_POS_PLUS].empty() || CheckAngle(*m_UsedPosLists[USED_POS_PLUS].begin(), 1.0, 0)) &&
|
||||
(m_UsedPosLists[USED_POS_MINUS].empty() || CheckAngle(*m_UsedPosLists[USED_POS_MINUS].begin(), -1.0, 0));
|
||||
return (m_UsedPosLists[USED_POS_PLUS].empty() || CheckAngle(*m_UsedPosLists[USED_POS_PLUS].begin(), 1.0f, 0)) &&
|
||||
(m_UsedPosLists[USED_POS_MINUS].empty() || CheckAngle(*m_UsedPosLists[USED_POS_MINUS].begin(), -1.0f, 0));
|
||||
}
|
||||
|
||||
bool IsNonBalanced() const { return m_UsedPosLists[USED_POS_PLUS].empty() != m_UsedPosLists[USED_POS_MINUS].empty(); }
|
||||
|
||||
@@ -618,7 +618,7 @@ void Pet::LoseHappiness()
|
||||
return;
|
||||
int32 addvalue = 670; //value is 70/35/17/8/4 (per min) * 1000 / 8 (timer 7.5 secs)
|
||||
if (isInCombat()) //we know in combat happiness fades faster, multiplier guess
|
||||
addvalue = int32(addvalue * 1.5);
|
||||
addvalue = int32(addvalue * 1.5f);
|
||||
ModifyPower(POWER_HAPPINESS, -addvalue);
|
||||
}
|
||||
|
||||
|
||||
@@ -2631,7 +2631,7 @@ void Player::RegenerateHealth()
|
||||
ApplyPctN(addvalue, GetTotalAuraModifier(SPELL_AURA_MOD_REGEN_DURING_COMBAT));
|
||||
|
||||
if (!IsStandState())
|
||||
addvalue *= 1.5;
|
||||
addvalue *= 1.5f;
|
||||
}
|
||||
|
||||
// always regeneration bonus (including combat)
|
||||
@@ -5063,7 +5063,7 @@ void Player::BuildPlayerRepop()
|
||||
|
||||
StopMirrorTimers(); //disable timers(bars)
|
||||
|
||||
SetFloatValue(UNIT_FIELD_BOUNDINGRADIUS, (float)1.0); //see radius of death player?
|
||||
SetFloatValue(UNIT_FIELD_BOUNDINGRADIUS, (float)1.0f); //see radius of death player?
|
||||
|
||||
// set and clear other
|
||||
SetByteValue(UNIT_FIELD_BYTES_1, 3, UNIT_BYTE1_FLAG_ALWAYS_STAND);
|
||||
@@ -6176,13 +6176,13 @@ static uint32 bonusSkillLevels[] = {75, 150, 225, 300, 375, 450};
|
||||
|
||||
bool Player::UpdateSkillPro(uint16 SkillId, int32 Chance, uint32 step)
|
||||
{
|
||||
sLog->outDebug(LOG_FILTER_PLAYER_SKILLS, "UpdateSkillPro(SkillId %d, Chance %3.1f%%)", SkillId, Chance/10.0);
|
||||
sLog->outDebug(LOG_FILTER_PLAYER_SKILLS, "UpdateSkillPro(SkillId %d, Chance %3.1f%%)", SkillId, Chance / 10.0f);
|
||||
if (!SkillId)
|
||||
return false;
|
||||
|
||||
if (Chance <= 0) // speedup in 0 chance case
|
||||
{
|
||||
sLog->outDebug(LOG_FILTER_PLAYER_SKILLS, "Player::UpdateSkillPro Chance=%3.1f%% missed", Chance/10.0);
|
||||
sLog->outDebug(LOG_FILTER_PLAYER_SKILLS, "Player::UpdateSkillPro Chance=%3.1f%% missed", Chance / 10.0f);
|
||||
return false;
|
||||
}
|
||||
|
||||
@@ -6220,11 +6220,11 @@ bool Player::UpdateSkillPro(uint16 SkillId, int32 Chance, uint32 step)
|
||||
}
|
||||
UpdateSkillEnchantments(SkillId, SkillValue, new_value);
|
||||
GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL, SkillId);
|
||||
sLog->outDebug(LOG_FILTER_PLAYER_SKILLS, "Player::UpdateSkillPro Chance=%3.1f%% taken", Chance/10.0);
|
||||
sLog->outDebug(LOG_FILTER_PLAYER_SKILLS, "Player::UpdateSkillPro Chance=%3.1f%% taken", Chance / 10.0f);
|
||||
return true;
|
||||
}
|
||||
|
||||
sLog->outDebug(LOG_FILTER_PLAYER_SKILLS, "Player::UpdateSkillPro Chance=%3.1f%% missed", Chance/10.0);
|
||||
sLog->outDebug(LOG_FILTER_PLAYER_SKILLS, "Player::UpdateSkillPro Chance=%3.1f%% missed", Chance / 10.0f);
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
@@ -585,7 +585,7 @@ bool Unit::IsWithinMeleeRange(const Unit* obj, float dist) const
|
||||
void Unit::GetRandomContactPoint(const Unit* obj, float &x, float &y, float &z, float distance2dMin, float distance2dMax) const
|
||||
{
|
||||
float combat_reach = GetCombatReach();
|
||||
if (combat_reach < 0.1) // sometimes bugged for players
|
||||
if (combat_reach < 0.1f) // sometimes bugged for players
|
||||
combat_reach = DEFAULT_COMBAT_REACH;
|
||||
|
||||
uint32 attacker_number = getAttackers().size();
|
||||
|
||||
Reference in New Issue
Block a user