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float to int explicit conversion)
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@ -592,7 +592,7 @@ void Mob::MeleeMitigation(Mob *attacker, int32 &damage, int32 minhit, ExtraAttac
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if (RuleB(Combat, OldACSoftcapRules))
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softcap += (softcap * (aa_mit * RuleR(Combat, AAMitigationACFactor)));
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if (armor > softcap) {
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int softcap_armor = armor - softcap;
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int softcap_armor = (int)(armor - softcap);
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if (RuleB(Combat, OldACSoftcapRules)) {
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if (GetClass() == WARRIOR)
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softcap_armor = softcap_armor * RuleR(Combat, WarriorACSoftcapReturn);
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@ -721,7 +721,7 @@ int32 Mob::GetMeleeMitDmg(Mob *attacker, int32 damage, int32 minhit,
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if (atk_roll > mit_roll) {
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float a_diff = atk_roll - mit_roll;
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float thac0 = atk_rating * RuleR(Combat, ACthac0Factor);
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float thac0cap = attacker->GetLevel() * 9 + 20;
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float thac0cap = attacker->GetLevel() * 9.0f + 20.0f;
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if (thac0 > thac0cap)
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thac0 = thac0cap;
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@ -729,7 +729,7 @@ int32 Mob::GetMeleeMitDmg(Mob *attacker, int32 damage, int32 minhit,
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} else if (mit_roll > atk_roll) {
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float m_diff = mit_roll - atk_roll;
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float thac20 = mit_rating * RuleR(Combat, ACthac20Factor);
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float thac20cap = GetLevel() * 9 + 20;
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float thac20cap = GetLevel() * 9.0f + 20.0f;
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if (thac20 > thac20cap)
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thac20 = thac20cap;
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@ -771,7 +771,7 @@ int32 Client::GetMeleeMitDmg(Mob *attacker, int32 damage, int32 minhit,
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if (atk_roll > mit_roll) {
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float a_diff = atk_roll - mit_roll;
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float thac0 = atk_rating * RuleR(Combat, ACthac0Factor);
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float thac0cap = attacker->GetLevel() * 9 + 20;
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float thac0cap = attacker->GetLevel() * 9.0f + 20.0f;
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if (thac0 > thac0cap)
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thac0 = thac0cap;
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@ -779,7 +779,7 @@ int32 Client::GetMeleeMitDmg(Mob *attacker, int32 damage, int32 minhit,
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} else if (mit_roll > atk_roll) {
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float m_diff = mit_roll - atk_roll;
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float thac20 = mit_rating * RuleR(Combat, ACthac20Factor);
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float thac20cap = GetLevel() * 9 + 20;
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float thac20cap = GetLevel() * 9.0f + 20.0f;
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if (thac20 > thac20cap)
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thac20 = thac20cap;
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@ -3990,7 +3990,7 @@ void Mob::TryDefensiveProc(const ItemInst* weapon, Mob *on, uint16 hand, int dam
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if (bDefensiveProc){
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for (int i = 0; i < MAX_PROCS; i++) {
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if (DefensiveProcs[i].spellID != SPELL_UNKNOWN) {
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int chance = ProcChance * (DefensiveProcs[i].chance);
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int chance = (int)(ProcChance * DefensiveProcs[i].chance);
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if ((MakeRandomInt(0, 100) < chance)) {
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ExecWeaponProc(nullptr, DefensiveProcs[i].spellID, on);
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CheckNumHitsRemaining(10,0,DefensiveProcs[i].base_spellID);
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@ -4552,7 +4552,7 @@ void Mob::TrySkillProc(Mob *on, uint16 skill, float chance)
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for (int i = 0; i < MAX_PROCS; i++) {
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if (SkillProcs[i].spellID != SPELL_UNKNOWN){
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if (PassLimitToSkill(SkillProcs[i].base_spellID,skill)){
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int ProcChance = chance * (float)SkillProcs[i].chance;
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int ProcChance = (int)(chance * SkillProcs[i].chance);
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if ((MakeRandomInt(0, 100) < ProcChance)) {
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ExecWeaponProc(nullptr, SkillProcs[i].spellID, on);
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CheckNumHitsRemaining(11,0, SkillProcs[i].base_spellID);
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