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float to int conversions
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63681a09ab
commit
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18
zone/bot.cpp
18
zone/bot.cpp
@ -1349,7 +1349,7 @@ uint16 Bot::GetPrimarySkillValue()
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}
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}
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uint16 Bot::MaxSkill(SkillUseTypes skillid, uint16 class_, uint16 level) const {
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uint16 Bot::MaxSkill(SkillUseTypes skillid, uint16 class_, uint16 level) const {
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return(database.GetSkillCap(class_, skillid, level));
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return(database.GetSkillCap((uint8)class_, skillid, (uint8)level));
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}
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}
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uint16 Bot::GetTotalATK()
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uint16 Bot::GetTotalATK()
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@ -1358,7 +1358,7 @@ uint16 Bot::GetTotalATK()
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uint16 WornCap = itembonuses.ATK;
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uint16 WornCap = itembonuses.ATK;
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if(IsBot()) {
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if(IsBot()) {
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AttackRating = ((WornCap * 1.342) + (GetSkill(SkillOffense) * 1.345) + ((GetSTR() - 66) * 0.9) + (GetPrimarySkillValue() * 2.69));
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AttackRating = (uint16)((WornCap * 1.342f) + (GetSkill(SkillOffense) * 1.345f) + ((GetSTR() - 66) * 0.9f) + (GetPrimarySkillValue() * 2.69f));
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AttackRating += aabonuses.ATK + GroupLeadershipAAOffenseEnhancement();
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AttackRating += aabonuses.ATK + GroupLeadershipAAOffenseEnhancement();
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if (AttackRating < 10)
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if (AttackRating < 10)
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@ -1376,7 +1376,7 @@ uint16 Bot::GetATKRating()
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{
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{
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uint16 AttackRating = 0;
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uint16 AttackRating = 0;
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if(IsBot()) {
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if(IsBot()) {
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AttackRating = (GetSkill(SkillOffense) * 1.345) + ((GetSTR() - 66) * 0.9) + (GetPrimarySkillValue() * 2.69);
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AttackRating = (uint16)((GetSkill(SkillOffense) * 1.345f) + ((GetSTR() - 66) * 0.9f) + (GetPrimarySkillValue() * 2.69f));
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if (AttackRating < 10)
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if (AttackRating < 10)
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AttackRating = 10;
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AttackRating = 10;
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@ -1397,7 +1397,7 @@ int32 Bot::GenerateBaseHitPoints()
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float SoDPost255;
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float SoDPost255;
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if(((NormalSTA - 255) / 2) > 0)
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if(((NormalSTA - 255) / 2) > 0)
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SoDPost255 = ((NormalSTA - 255) / 2);
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SoDPost255 = (int)((NormalSTA - 255) / 2.0f);
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else
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else
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SoDPost255 = 0;
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SoDPost255 = 0;
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@ -1409,13 +1409,13 @@ int32 Bot::GenerateBaseHitPoints()
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}
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}
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else if(level < 81)
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else if(level < 81)
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{
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{
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new_base_hp = (5 + (40 * hp_factor / 12) + ((GetLevel() - 40) * hp_factor / 6) +
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new_base_hp = (int)(5 + (40 * hp_factor / 12) + ((GetLevel() - 40) * hp_factor / 6) +
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((NormalSTA - SoDPost255) * hp_factor / 90) +
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((NormalSTA - SoDPost255) * hp_factor / 90) +
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((NormalSTA - SoDPost255) * (GetLevel() - 40) * hp_factor / 1800));
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((NormalSTA - SoDPost255) * (GetLevel() - 40) * hp_factor / 1800));
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}
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}
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else
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else
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{
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{
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new_base_hp = (5 + (80 * hp_factor / 8) + ((GetLevel() - 80) * hp_factor / 10) +
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new_base_hp = (int)(5 + (80 * hp_factor / 8) + ((GetLevel() - 80) * hp_factor / 10) +
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((NormalSTA - SoDPost255) * hp_factor / 90) +
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((NormalSTA - SoDPost255) * hp_factor / 90) +
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((NormalSTA - SoDPost255) * hp_factor / 45));
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((NormalSTA - SoDPost255) * hp_factor / 45));
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}
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}
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@ -10838,13 +10838,13 @@ bool Bot::IsArcheryRange(Mob *target) {
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bool result = false;
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bool result = false;
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if(target) {
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if(target) {
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float range = GetBotArcheryRange() + 5.0; //Fudge it a little, client will let you hit something at 0 0 0 when you are at 205 0 0
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float range = GetBotArcheryRange() + 5.0f; //Fudge it a little, client will let you hit something at 0 0 0 when you are at 205 0 0
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range *= range;
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range *= range;
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float targetDistance = DistNoRootNoZ(*target);
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float targetDistance = DistNoRootNoZ(*target);
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float minRuleDistance = RuleI(Combat, MinRangedAttackDist) * RuleI(Combat, MinRangedAttackDist);
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float minRuleDistance = (float)(RuleI(Combat, MinRangedAttackDist) * RuleI(Combat, MinRangedAttackDist));
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if((targetDistance > range) || (targetDistance < minRuleDistance))
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if((targetDistance > range) || (targetDistance < minRuleDistance))
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result = false;
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result = false;
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@ -11018,7 +11018,7 @@ bool Bot::CalculateNewPosition2(float x, float y, float z, float speed, bool che
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// This sets the movement animation rate with the client
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// This sets the movement animation rate with the client
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// Use this block if using 2.5625 as the ratio.
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// Use this block if using 2.5625 as the ratio.
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// pRunAnimSpeed = speed;
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// pRunAnimSpeed = speed;
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pRunAnimSpeed = ((serverOverClientRatio * 10.0f) * speed) * 10.0f;
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pRunAnimSpeed = (uint8)(((serverOverClientRatio * 10.0f) * speed) * 10.0f);
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// Now convert our "speed" from the value necessary for the client to animate the correct movement type rate to the server side speed
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// Now convert our "speed" from the value necessary for the client to animate the correct movement type rate to the server side speed
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// Use this block if using 2.5625 as the ratio.
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// Use this block if using 2.5625 as the ratio.
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