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Fix for 'sqrt' failures on vs2010 clients
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@ -7,6 +7,7 @@ Kayen: Fixed SE_SpellProcChance - Now works on spell dervived procs
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cavedude: Added two new NPC special_abilities. ALWAYS_FLEE, which forces the NPC to always flee ignoring FleeIfNotAlone and FLEE_PERCENT which allows you to change the HP an individual NPC will flee at. If no value is set, the rule is used as normal.
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cavedude: Added two new NPC special_abilities. ALWAYS_FLEE, which forces the NPC to always flee ignoring FleeIfNotAlone and FLEE_PERCENT which allows you to change the HP an individual NPC will flee at. If no value is set, the rule is used as normal.
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cavedude: Fixed an issue where rectangular roamboxes could cause an NPC to get stuck on a single coord.
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cavedude: Fixed an issue where rectangular roamboxes could cause an NPC to get stuck on a single coord.
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cavedude: Added a new roambox column, mindelay allowing you to have more control over the roambox delay.
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cavedude: Added a new roambox column, mindelay allowing you to have more control over the roambox delay.
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Uleat: Fix for 'sqrt' failure on vs2010 clients
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Required SQL: utils/sql/git/required/2014_02_26_roambox_update.sql
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Required SQL: utils/sql/git/required/2014_02_26_roambox_update.sql
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@ -3419,13 +3419,11 @@ void Mob::DoBuffTic(uint16 spell_id, int slot, uint32 ticsremaining, uint8 caste
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{
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{
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if (spellbonuses.DistanceRemoval){
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if (spellbonuses.DistanceRemoval){
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int distance = sqrt(
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int distance = ((int(GetX()) - buffs[slot].caston_x) * (int(GetX()) - buffs[slot].caston_x)) +
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((int(GetX()) - buffs[slot].caston_x) * (int(GetX()) - buffs[slot].caston_x)) +
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((int(GetY()) - buffs[slot].caston_y) * (int(GetY()) - buffs[slot].caston_y)) +
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((int(GetY()) - buffs[slot].caston_y) * (int(GetY()) - buffs[slot].caston_y)) +
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((int(GetZ()) - buffs[slot].caston_z) * (int(GetZ()) - buffs[slot].caston_z));
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((int(GetZ()) - buffs[slot].caston_z) * (int(GetZ()) - buffs[slot].caston_z))
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);
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if (distance > spells[spell_id].base[i]){
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if (distance > (spells[spell_id].base[i] * spells[spell_id].base[i])){
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if(!TryFadeEffect(slot))
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if(!TryFadeEffect(slot))
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BuffFadeBySlot(slot , true);
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BuffFadeBySlot(slot , true);
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