Core/Misc: Added 'f' after float values
This commit is contained in:
@@ -391,8 +391,8 @@ void ArenaTeam::Roster(WorldSession* session)
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data << uint32(itr->PersonalRating); // personal rating
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data << uint32(itr->PersonalRating); // personal rating
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if (unk308)
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if (unk308)
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{
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{
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data << float(0.0); // 308 unk
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data << float(0.0f); // 308 unk
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data << float(0.0); // 308 unk
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data << float(0.0f); // 308 unk
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}
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}
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}
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}
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@@ -800,7 +800,7 @@ void ArenaTeam::UpdateArenaPointsHelper(std::map<uint32, uint32>& playerPoints)
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return;
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return;
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// To get points, a player has to participate in at least 30% of the matches
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// To get points, a player has to participate in at least 30% of the matches
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uint32 requiredGames = (uint32) ceil(Stats.WeekGames * 0.3);
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uint32 requiredGames = (uint32)ceil(Stats.WeekGames * 0.3f);
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for (MemberList::const_iterator itr = Members.begin(); itr != Members.end(); ++itr)
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for (MemberList::const_iterator itr = Members.begin(); itr != Members.end(); ++itr)
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{
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{
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@@ -1286,7 +1286,7 @@ bool Creature::LoadFromDB(uint32 guid, Map* map)
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if (canFly())
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if (canFly())
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{
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{
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float tz = map->GetHeight(data->posX, data->posY, data->posZ, false);
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float tz = map->GetHeight(data->posX, data->posY, data->posZ, false);
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if (data->posZ - tz > 0.1)
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if (data->posZ - tz > 0.1f)
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Relocate(data->posX, data->posY, tz);
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Relocate(data->posX, data->posY, tz);
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}
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}
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}
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}
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@@ -371,7 +371,7 @@ void PlayerMenu::SendQuestGiverQuestDetails(Quest const* quest, uint64 npcGUID,
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// rewarded honor points. Multiply with 10 to satisfy client
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// rewarded honor points. Multiply with 10 to satisfy client
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data << 10 * Trinity::Honor::hk_honor_at_level(_session->GetPlayer()->getLevel(), quest->GetRewHonorMultiplier());
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data << 10 * Trinity::Honor::hk_honor_at_level(_session->GetPlayer()->getLevel(), quest->GetRewHonorMultiplier());
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data << float(0); // new 3.3.0, honor multiplier?
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data << float(0.0f); // new 3.3.0, honor multiplier?
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data << uint32(quest->GetRewSpell()); // reward spell, this spell will display (icon) (casted if RewSpellCast == 0)
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data << uint32(quest->GetRewSpell()); // reward spell, this spell will display (icon) (casted if RewSpellCast == 0)
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data << int32(quest->GetRewSpellCast()); // casted spell
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data << int32(quest->GetRewSpellCast()); // casted spell
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data << uint32(quest->GetCharTitleId()); // CharTitleId, new 2.4.0, player gets this title (id from CharTitles)
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data << uint32(quest->GetCharTitleId()); // CharTitleId, new 2.4.0, player gets this title (id from CharTitles)
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@@ -56,9 +56,9 @@ ObjectPosSelector::UsedPosList::value_type const* ObjectPosSelector::nextUsedPos
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void ObjectPosSelector::AddUsedPos(float size, float angle, float dist)
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void ObjectPosSelector::AddUsedPos(float size, float angle, float dist)
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{
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{
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if (angle >= 0)
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if (angle >= 0)
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m_UsedPosLists[USED_POS_PLUS].insert(UsedPosList::value_type(angle, UsedPos(1.0, size, dist)));
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m_UsedPosLists[USED_POS_PLUS].insert(UsedPosList::value_type(angle, UsedPos(1.0f, size, dist)));
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else
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else
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m_UsedPosLists[USED_POS_MINUS].insert(UsedPosList::value_type(-angle, UsedPos(-1.0, size, dist)));
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m_UsedPosLists[USED_POS_MINUS].insert(UsedPosList::value_type(-angle, UsedPos(-1.0f, size, dist)));
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}
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}
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void ObjectPosSelector::InitializeAngle()
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void ObjectPosSelector::InitializeAngle()
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@@ -76,9 +76,9 @@ void ObjectPosSelector::InitializeAngle()
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bool ObjectPosSelector::FirstAngle(float& angle)
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bool ObjectPosSelector::FirstAngle(float& angle)
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{
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{
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if (m_UsedPosLists[USED_POS_PLUS].empty() && !m_UsedPosLists[USED_POS_MINUS].empty() )
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if (m_UsedPosLists[USED_POS_PLUS].empty() && !m_UsedPosLists[USED_POS_MINUS].empty() )
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return NextAngleFor(*m_UsedPosLists[USED_POS_MINUS].begin(), 1.0, USED_POS_PLUS, angle);
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return NextAngleFor(*m_UsedPosLists[USED_POS_MINUS].begin(), 1.0f, USED_POS_PLUS, angle);
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else if (m_UsedPosLists[USED_POS_MINUS].empty() && !m_UsedPosLists[USED_POS_PLUS].empty() )
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else if (m_UsedPosLists[USED_POS_MINUS].empty() && !m_UsedPosLists[USED_POS_PLUS].empty() )
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return NextAngleFor(*m_UsedPosLists[USED_POS_PLUS].begin(), -1.0, USED_POS_MINUS, angle);
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return NextAngleFor(*m_UsedPosLists[USED_POS_PLUS].begin(), -1.0f, USED_POS_MINUS, angle);
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return false;
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return false;
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}
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}
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@@ -118,9 +118,9 @@ bool ObjectPosSelector::NextPosibleAngle(float& angle)
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{
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{
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bool ok;
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bool ok;
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if (m_smallStepOk[USED_POS_PLUS])
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if (m_smallStepOk[USED_POS_PLUS])
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ok = NextSmallStepAngle(1.0, USED_POS_PLUS, angle);
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ok = NextSmallStepAngle(1.0f, USED_POS_PLUS, angle);
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else
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else
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ok = NextAngleFor(*m_nextUsedPos[USED_POS_PLUS], 1.0, USED_POS_PLUS, angle);
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ok = NextAngleFor(*m_nextUsedPos[USED_POS_PLUS], 1.0f, USED_POS_PLUS, angle);
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if (!ok)
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if (!ok)
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++m_nextUsedPos[USED_POS_PLUS]; // increase. only at fail (original or checked)
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++m_nextUsedPos[USED_POS_PLUS]; // increase. only at fail (original or checked)
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@@ -131,9 +131,9 @@ bool ObjectPosSelector::NextPosibleAngle(float& angle)
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{
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{
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bool ok;
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bool ok;
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if (m_smallStepOk[USED_POS_MINUS])
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if (m_smallStepOk[USED_POS_MINUS])
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ok = NextSmallStepAngle(-1.0, USED_POS_MINUS, angle);
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ok = NextSmallStepAngle(-1.0f, USED_POS_MINUS, angle);
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else
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else
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ok = NextAngleFor(*m_nextUsedPos[USED_POS_MINUS], -1.0, USED_POS_MINUS, angle);
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ok = NextAngleFor(*m_nextUsedPos[USED_POS_MINUS], -1.0f, USED_POS_MINUS, angle);
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if (!ok)
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if (!ok)
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++m_nextUsedPos[USED_POS_MINUS];
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++m_nextUsedPos[USED_POS_MINUS];
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@@ -142,10 +142,10 @@ bool ObjectPosSelector::NextPosibleAngle(float& angle)
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else // both list empty
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else // both list empty
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{
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{
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if (m_smallStepOk[USED_POS_PLUS] && (!m_smallStepOk[USED_POS_MINUS] || m_smallStepAngle[USED_POS_PLUS] <= m_smallStepAngle[USED_POS_MINUS]))
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if (m_smallStepOk[USED_POS_PLUS] && (!m_smallStepOk[USED_POS_MINUS] || m_smallStepAngle[USED_POS_PLUS] <= m_smallStepAngle[USED_POS_MINUS]))
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return NextSmallStepAngle(1.0, USED_POS_PLUS, angle);
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return NextSmallStepAngle(1.0f, USED_POS_PLUS, angle);
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// -- direction less updated
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// -- direction less updated
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else if (m_smallStepOk[USED_POS_MINUS])
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else if (m_smallStepOk[USED_POS_MINUS])
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return NextSmallStepAngle(-1.0, USED_POS_MINUS, angle);
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return NextSmallStepAngle(-1.0f, USED_POS_MINUS, angle);
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}
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}
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// no angles
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// no angles
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@@ -68,8 +68,8 @@ struct ObjectPosSelector
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bool CheckOriginal() const
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bool CheckOriginal() const
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{
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{
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return (m_UsedPosLists[USED_POS_PLUS].empty() || CheckAngle(*m_UsedPosLists[USED_POS_PLUS].begin(), 1.0, 0)) &&
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return (m_UsedPosLists[USED_POS_PLUS].empty() || CheckAngle(*m_UsedPosLists[USED_POS_PLUS].begin(), 1.0f, 0)) &&
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(m_UsedPosLists[USED_POS_MINUS].empty() || CheckAngle(*m_UsedPosLists[USED_POS_MINUS].begin(), -1.0, 0));
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(m_UsedPosLists[USED_POS_MINUS].empty() || CheckAngle(*m_UsedPosLists[USED_POS_MINUS].begin(), -1.0f, 0));
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}
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}
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bool IsNonBalanced() const { return m_UsedPosLists[USED_POS_PLUS].empty() != m_UsedPosLists[USED_POS_MINUS].empty(); }
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bool IsNonBalanced() const { return m_UsedPosLists[USED_POS_PLUS].empty() != m_UsedPosLists[USED_POS_MINUS].empty(); }
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@@ -618,7 +618,7 @@ void Pet::LoseHappiness()
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return;
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return;
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int32 addvalue = 670; //value is 70/35/17/8/4 (per min) * 1000 / 8 (timer 7.5 secs)
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int32 addvalue = 670; //value is 70/35/17/8/4 (per min) * 1000 / 8 (timer 7.5 secs)
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if (isInCombat()) //we know in combat happiness fades faster, multiplier guess
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if (isInCombat()) //we know in combat happiness fades faster, multiplier guess
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addvalue = int32(addvalue * 1.5);
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addvalue = int32(addvalue * 1.5f);
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ModifyPower(POWER_HAPPINESS, -addvalue);
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ModifyPower(POWER_HAPPINESS, -addvalue);
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}
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}
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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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ApplyPctN(addvalue, GetTotalAuraModifier(SPELL_AURA_MOD_REGEN_DURING_COMBAT));
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if (!IsStandState())
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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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}
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// always regeneration bonus (including combat)
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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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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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// set and clear other
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SetByteValue(UNIT_FIELD_BYTES_1, 3, UNIT_BYTE1_FLAG_ALWAYS_STAND);
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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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bool Player::UpdateSkillPro(uint16 SkillId, int32 Chance, uint32 step)
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{
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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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if (!SkillId)
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return false;
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return false;
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if (Chance <= 0) // speedup in 0 chance case
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if (Chance <= 0) // speedup in 0 chance case
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{
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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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return false;
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}
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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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}
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UpdateSkillEnchantments(SkillId, SkillValue, new_value);
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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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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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return true;
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}
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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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return false;
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}
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}
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@@ -585,7 +585,7 @@ bool Unit::IsWithinMeleeRange(const Unit* obj, float dist) const
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void Unit::GetRandomContactPoint(const Unit* obj, float &x, float &y, float &z, float distance2dMin, float distance2dMax) const
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void Unit::GetRandomContactPoint(const Unit* obj, float &x, float &y, float &z, float distance2dMin, float distance2dMax) const
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{
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{
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float combat_reach = GetCombatReach();
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float combat_reach = GetCombatReach();
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if (combat_reach < 0.1) // sometimes bugged for players
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if (combat_reach < 0.1f) // sometimes bugged for players
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combat_reach = DEFAULT_COMBAT_REACH;
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combat_reach = DEFAULT_COMBAT_REACH;
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uint32 attacker_number = getAttackers().size();
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uint32 attacker_number = getAttackers().size();
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@@ -133,8 +133,8 @@ namespace Trinity
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double x_offset = (double(x) - center_offset)/size;
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double x_offset = (double(x) - center_offset)/size;
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double y_offset = (double(y) - center_offset)/size;
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double y_offset = (double(y) - center_offset)/size;
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int x_val = int(x_offset+CENTER_VAL + 0.5);
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int x_val = int(x_offset+CENTER_VAL + 0.5f);
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int y_val = int(y_offset+CENTER_VAL + 0.5);
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int y_val = int(y_offset+CENTER_VAL + 0.5f);
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return RET_TYPE(x_val, y_val);
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return RET_TYPE(x_val, y_val);
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}
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}
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@@ -153,8 +153,8 @@ namespace Trinity
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double x_offset = (double(x) - CENTER_GRID_CELL_OFFSET)/SIZE_OF_GRID_CELL;
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double x_offset = (double(x) - CENTER_GRID_CELL_OFFSET)/SIZE_OF_GRID_CELL;
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double y_offset = (double(y) - CENTER_GRID_CELL_OFFSET)/SIZE_OF_GRID_CELL;
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double y_offset = (double(y) - CENTER_GRID_CELL_OFFSET)/SIZE_OF_GRID_CELL;
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int x_val = int(x_offset + CENTER_GRID_CELL_ID + 0.5);
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int x_val = int(x_offset + CENTER_GRID_CELL_ID + 0.5f);
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int y_val = int(y_offset + CENTER_GRID_CELL_ID + 0.5);
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int y_val = int(y_offset + CENTER_GRID_CELL_ID + 0.5f);
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x_off = (float(x_offset) - x_val + CENTER_GRID_CELL_ID) * SIZE_OF_GRID_CELL;
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x_off = (float(x_offset) - x_val + CENTER_GRID_CELL_ID) * SIZE_OF_GRID_CELL;
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y_off = (float(y_offset) - y_val + CENTER_GRID_CELL_ID) * SIZE_OF_GRID_CELL;
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y_off = (float(y_offset) - y_val + CENTER_GRID_CELL_ID) * SIZE_OF_GRID_CELL;
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return CellPair(x_val, y_val);
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return CellPair(x_val, y_val);
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@@ -162,15 +162,15 @@ namespace Trinity
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inline void NormalizeMapCoord(float &c)
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inline void NormalizeMapCoord(float &c)
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{
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{
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if (c > MAP_HALFSIZE - 0.5)
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if (c > MAP_HALFSIZE - 0.5f)
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c = MAP_HALFSIZE - 0.5;
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c = MAP_HALFSIZE - 0.5f;
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else if (c < -(MAP_HALFSIZE - 0.5))
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else if (c < -(MAP_HALFSIZE - 0.5f))
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c = -(MAP_HALFSIZE - 0.5);
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c = -(MAP_HALFSIZE - 0.5f);
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}
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}
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inline bool IsValidMapCoord(float c)
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inline bool IsValidMapCoord(float c)
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{
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{
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return finite(c) && (std::fabs(c) <= MAP_HALFSIZE - 0.5);
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return finite(c) && (std::fabs(c) <= MAP_HALFSIZE - 0.5f);
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}
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}
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inline bool IsValidMapCoord(float x, float y)
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inline bool IsValidMapCoord(float x, float y)
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@@ -358,7 +358,7 @@ bool ReputationMgr::SetOneFactionReputation(FactionEntry const* factionEntry, in
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if (incremental)
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if (incremental)
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{
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{
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// int32 *= float cause one point loss?
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// int32 *= float cause one point loss?
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standing = int32(floor((float)standing * sWorld->getRate(RATE_REPUTATION_GAIN) + 0.5));
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standing = int32(floor((float)standing * sWorld->getRate(RATE_REPUTATION_GAIN) + 0.5f));
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standing += itr->second.Standing + BaseRep;
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standing += itr->second.Standing + BaseRep;
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}
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}
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@@ -719,7 +719,7 @@ int32 AuraEffect::CalculateAmount(Unit* caster)
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case SPELL_AURA_MOD_THREAT:
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case SPELL_AURA_MOD_THREAT:
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{
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{
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uint8 level_diff = 0;
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uint8 level_diff = 0;
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float multiplier = 0.0;
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float multiplier = 0.0f;
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switch (GetId())
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switch (GetId())
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{
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{
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// Arcane Shroud
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// Arcane Shroud
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@@ -795,7 +795,7 @@ public:
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if (target)
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if (target)
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{
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{
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wpCreature->SetDisplayId(target->GetDisplayId());
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wpCreature->SetDisplayId(target->GetDisplayId());
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wpCreature->SetFloatValue(OBJECT_FIELD_SCALE_X, 0.5);
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wpCreature->SetFloatValue(OBJECT_FIELD_SCALE_X, 0.5f);
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wpCreature->SetLevel(point > STRONG_MAX_LEVEL ? STRONG_MAX_LEVEL : point);
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wpCreature->SetLevel(point > STRONG_MAX_LEVEL ? STRONG_MAX_LEVEL : point);
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}
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}
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}
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}
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@@ -842,7 +842,7 @@ public:
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if (target)
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if (target)
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{
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{
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creature->SetDisplayId(target->GetDisplayId());
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creature->SetDisplayId(target->GetDisplayId());
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creature->SetFloatValue(OBJECT_FIELD_SCALE_X, 0.5);
|
creature->SetFloatValue(OBJECT_FIELD_SCALE_X, 0.5f);
|
||||||
}
|
}
|
||||||
|
|
||||||
return true;
|
return true;
|
||||||
@@ -890,7 +890,7 @@ public:
|
|||||||
if (target)
|
if (target)
|
||||||
{
|
{
|
||||||
creature->SetDisplayId(target->GetDisplayId());
|
creature->SetDisplayId(target->GetDisplayId());
|
||||||
creature->SetFloatValue(OBJECT_FIELD_SCALE_X, 0.5);
|
creature->SetFloatValue(OBJECT_FIELD_SCALE_X, 0.5f);
|
||||||
}
|
}
|
||||||
|
|
||||||
return true;
|
return true;
|
||||||
|
|||||||
@@ -51,7 +51,9 @@ public:
|
|||||||
phase = 0;
|
phase = 0;
|
||||||
|
|
||||||
me->GetPosition(x, y, z);
|
me->GetPosition(x, y, z);
|
||||||
z += 4; x -= 3.5; y -= 5;
|
z += 4.0f;
|
||||||
|
x -= 3.5f;
|
||||||
|
y -= 5.0f;
|
||||||
me->GetMotionMaster()->Clear(false);
|
me->GetMotionMaster()->Clear(false);
|
||||||
me->SetPosition(x, y, z, 0.0f);
|
me->SetPosition(x, y, z, 0.0f);
|
||||||
}
|
}
|
||||||
@@ -78,7 +80,9 @@ public:
|
|||||||
break;
|
break;
|
||||||
case 1:
|
case 1:
|
||||||
player->GetClosePoint(x, y, z, me->GetObjectSize());
|
player->GetClosePoint(x, y, z, me->GetObjectSize());
|
||||||
z += 2.5; x -= 2; y -= 1.5;
|
z += 2.5f;
|
||||||
|
x -= 2.0f;
|
||||||
|
y -= 1.5f;
|
||||||
me->GetMotionMaster()->MovePoint(0, x, y, z);
|
me->GetMotionMaster()->MovePoint(0, x, y, z);
|
||||||
me->SetTarget(player->GetGUID());
|
me->SetTarget(player->GetGUID());
|
||||||
me->SetVisible(true);
|
me->SetVisible(true);
|
||||||
|
|||||||
@@ -91,9 +91,9 @@ class boss_mandokir : public CreatureScript
|
|||||||
MortalStrike_Timer = 1000;
|
MortalStrike_Timer = 1000;
|
||||||
Check_Timer = 1000;
|
Check_Timer = 1000;
|
||||||
|
|
||||||
targetX = 0.0;
|
targetX = 0.0f;
|
||||||
targetY = 0.0;
|
targetY = 0.0f;
|
||||||
targetZ = 0.0;
|
targetZ = 0.0f;
|
||||||
TargetInRange = 0;
|
TargetInRange = 0;
|
||||||
|
|
||||||
WatchTarget = 0;
|
WatchTarget = 0;
|
||||||
|
|||||||
+1
-1
@@ -577,7 +577,7 @@ public:
|
|||||||
me->SetReactState(REACT_PASSIVE);
|
me->SetReactState(REACT_PASSIVE);
|
||||||
me->SetFlying(true);
|
me->SetFlying(true);
|
||||||
me->SetDisplayId(25144);
|
me->SetDisplayId(25144);
|
||||||
me->SetSpeed(MOVE_RUN, 0.5, false);
|
me->SetSpeed(MOVE_RUN, 0.5f, false);
|
||||||
me->GetMotionMaster()->MoveRandom(20.0f);
|
me->GetMotionMaster()->MoveRandom(20.0f);
|
||||||
DoCast(SPELL_FROST_SPHERE);
|
DoCast(SPELL_FROST_SPHERE);
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -193,7 +193,7 @@ public:
|
|||||||
|
|
||||||
void MoveInLineOfSight(Unit* who)
|
void MoveInLineOfSight(Unit* who)
|
||||||
{
|
{
|
||||||
if (!HasTaunted && me->IsWithinDistInMap(who, 150.0))
|
if (!HasTaunted && me->IsWithinDistInMap(who, 150.0f))
|
||||||
{
|
{
|
||||||
DoScriptText(SAY_INTRO, me);
|
DoScriptText(SAY_INTRO, me);
|
||||||
HasTaunted = true;
|
HasTaunted = true;
|
||||||
|
|||||||
@@ -369,7 +369,7 @@ public:
|
|||||||
{
|
{
|
||||||
if (CAST_PLR(who)->GetQuestStatus(10211) == QUEST_STATUS_INCOMPLETE)
|
if (CAST_PLR(who)->GetQuestStatus(10211) == QUEST_STATUS_INCOMPLETE)
|
||||||
{
|
{
|
||||||
float Radius = 10.0;
|
float Radius = 10.0f;
|
||||||
if (me->IsWithinDistInMap(who, Radius))
|
if (me->IsWithinDistInMap(who, Radius))
|
||||||
{
|
{
|
||||||
Start(false, false, who->GetGUID());
|
Start(false, false, who->GetGUID());
|
||||||
|
|||||||
Reference in New Issue
Block a user