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int32 to float explicit conversion
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30264aa099
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@ -552,7 +552,7 @@ void Mob::MeleeMitigation(Mob *attacker, int32 &damage, int32 minhit, ExtraAttac
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int armor = 0;
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float weight = 0.0;
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float monkweight = RuleI(Combat, MonkACBonusWeight);
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float monkweight = (float)RuleI(Combat, MonkACBonusWeight);
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monkweight = mod_monk_weight(monkweight, attacker);
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if (IsClient()) {
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@ -575,16 +575,16 @@ void Mob::MeleeMitigation(Mob *attacker, int32 &damage, int32 minhit, ExtraAttac
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if (RuleB(Combat, OldACSoftcapRules)) {
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if (GetClass() == WIZARD || GetClass() == MAGICIAN ||
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GetClass() == NECROMANCER || GetClass() == ENCHANTER)
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softcap = RuleI(Combat, ClothACSoftcap);
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softcap = (float)RuleI(Combat, ClothACSoftcap);
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else if (GetClass() == MONK && weight <= monkweight)
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softcap = RuleI(Combat, MonkACSoftcap);
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softcap = (float)RuleI(Combat, MonkACSoftcap);
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else if(GetClass() == DRUID || GetClass() == BEASTLORD || GetClass() == MONK)
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softcap = RuleI(Combat, LeatherACSoftcap);
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softcap = (float)RuleI(Combat, LeatherACSoftcap);
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else if(GetClass() == SHAMAN || GetClass() == ROGUE ||
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GetClass() == BERSERKER || GetClass() == RANGER)
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softcap = RuleI(Combat, ChainACSoftcap);
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softcap = (float)RuleI(Combat, ChainACSoftcap);
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else
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softcap = RuleI(Combat, PlateACSoftcap);
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softcap = (float)RuleI(Combat, PlateACSoftcap);
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}
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softcap += shield_ac;
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