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int to float explicit conversion)
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@ -269,7 +269,7 @@ bool Mob::CheckHitChance(Mob* other, SkillUseTypes skillinuse, int Hand, int16 c
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}
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//subtract off avoidance by the defender. (Live AA - Combat Agility)
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bonus = defender->spellbonuses.AvoidMeleeChance + defender->itembonuses.AvoidMeleeChance + (defender->aabonuses.AvoidMeleeChance * 10);
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bonus = (float)(defender->spellbonuses.AvoidMeleeChance + defender->itembonuses.AvoidMeleeChance + (defender->aabonuses.AvoidMeleeChance * 10));
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//AA Live - Elemental Agility
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if (IsPet()) {
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@ -446,7 +446,7 @@ bool Mob::AvoidDamage(Mob* other, int32 &damage, bool CanRiposte)
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&& (other->InFrontMob(this, other->GetX(), other->GetY()) || bShieldBlockFromRear)) {
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float bonusShieldBlock = 0.0f;
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bonusShieldBlock = aabonuses.ShieldBlock + spellbonuses.ShieldBlock + itembonuses.ShieldBlock;
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bonusShieldBlock = (float)(aabonuses.ShieldBlock + spellbonuses.ShieldBlock + itembonuses.ShieldBlock);
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RollTable[1] += bonusShieldBlock;
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}
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@ -458,7 +458,7 @@ bool Mob::AvoidDamage(Mob* other, int32 &damage, bool CanRiposte)
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float bonusStaffBlock = 0.0f;
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if(TwoHandBlunt == ItemType2HBlunt) {
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bonusStaffBlock = aabonuses.TwoHandBluntBlock + spellbonuses.TwoHandBluntBlock + itembonuses.TwoHandBluntBlock;
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bonusStaffBlock = (float)(aabonuses.TwoHandBluntBlock + spellbonuses.TwoHandBluntBlock + itembonuses.TwoHandBluntBlock);
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RollTable[1] += bonusStaffBlock;
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}
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}
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