Core/Misc: Added 'f' after float values
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@@ -2631,7 +2631,7 @@ void Player::RegenerateHealth()
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ApplyPctN(addvalue, GetTotalAuraModifier(SPELL_AURA_MOD_REGEN_DURING_COMBAT));
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if (!IsStandState())
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addvalue *= 1.5;
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addvalue *= 1.5f;
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}
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// always regeneration bonus (including combat)
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@@ -5063,7 +5063,7 @@ void Player::BuildPlayerRepop()
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StopMirrorTimers(); //disable timers(bars)
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SetFloatValue(UNIT_FIELD_BOUNDINGRADIUS, (float)1.0); //see radius of death player?
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SetFloatValue(UNIT_FIELD_BOUNDINGRADIUS, (float)1.0f); //see radius of death player?
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// set and clear other
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SetByteValue(UNIT_FIELD_BYTES_1, 3, UNIT_BYTE1_FLAG_ALWAYS_STAND);
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@@ -6176,13 +6176,13 @@ static uint32 bonusSkillLevels[] = {75, 150, 225, 300, 375, 450};
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bool Player::UpdateSkillPro(uint16 SkillId, int32 Chance, uint32 step)
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{
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sLog->outDebug(LOG_FILTER_PLAYER_SKILLS, "UpdateSkillPro(SkillId %d, Chance %3.1f%%)", SkillId, Chance/10.0);
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sLog->outDebug(LOG_FILTER_PLAYER_SKILLS, "UpdateSkillPro(SkillId %d, Chance %3.1f%%)", SkillId, Chance / 10.0f);
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if (!SkillId)
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return false;
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if (Chance <= 0) // speedup in 0 chance case
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{
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sLog->outDebug(LOG_FILTER_PLAYER_SKILLS, "Player::UpdateSkillPro Chance=%3.1f%% missed", Chance/10.0);
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sLog->outDebug(LOG_FILTER_PLAYER_SKILLS, "Player::UpdateSkillPro Chance=%3.1f%% missed", Chance / 10.0f);
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return false;
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}
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@@ -6220,11 +6220,11 @@ bool Player::UpdateSkillPro(uint16 SkillId, int32 Chance, uint32 step)
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}
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UpdateSkillEnchantments(SkillId, SkillValue, new_value);
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GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL, SkillId);
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sLog->outDebug(LOG_FILTER_PLAYER_SKILLS, "Player::UpdateSkillPro Chance=%3.1f%% taken", Chance/10.0);
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sLog->outDebug(LOG_FILTER_PLAYER_SKILLS, "Player::UpdateSkillPro Chance=%3.1f%% taken", Chance / 10.0f);
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return true;
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}
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sLog->outDebug(LOG_FILTER_PLAYER_SKILLS, "Player::UpdateSkillPro Chance=%3.1f%% missed", Chance/10.0);
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sLog->outDebug(LOG_FILTER_PLAYER_SKILLS, "Player::UpdateSkillPro Chance=%3.1f%% missed", Chance / 10.0f);
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return false;
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}
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