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Some std::abs usage and a bit of clang-formatting
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+8
-7
@@ -3126,8 +3126,8 @@ int Mob::GetSnaredAmount()
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{
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int val = CalcSpellEffectValue_formula(spells[buffs[i].spellid].formula[j], spells[buffs[i].spellid].base[j], spells[buffs[i].spellid].max[j], buffs[i].casterlevel, buffs[i].spellid);
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//int effect = CalcSpellEffectValue(buffs[i].spellid, spells[buffs[i].spellid].effectid[j], buffs[i].casterlevel);
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if (val < 0 && abs(val) > worst_snare)
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worst_snare = abs(val);
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if (val < 0 && std::abs(val) > worst_snare)
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worst_snare = std::abs(val);
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}
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}
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}
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@@ -4493,7 +4493,8 @@ void Mob::DoGravityEffect()
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if(value > 0)
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away = 1;
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amount = fabs(value) / (100.0f); // to bring the values in line, arbitarily picked
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amount = std::abs(value) /
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(100.0f); // to bring the values in line, arbitarily picked
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x_vector = cur_x - caster_x;
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y_vector = cur_y - caster_y;
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@@ -4512,7 +4513,7 @@ void Mob::DoGravityEffect()
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}
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}
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if((fabs(my_x - cur_x) > 0.01) || (fabs(my_y - cur_y) > 0.01)) {
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if ((std::abs(my_x - cur_x) > 0.01) || (std::abs(my_y - cur_y) > 0.01)) {
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float new_ground = GetGroundZ(cur_x, cur_y);
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// If we cant get LoS on our new spot then keep checking up to 5 units up.
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if(!CheckLosFN(cur_x, cur_y, new_ground, GetSize())) {
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@@ -5172,7 +5173,7 @@ bool Mob::IsFacingMob(Mob *other)
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if (angle < 40.0 && heading > 472.0)
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angle = heading;
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if (fabs(angle - heading) <= 80.0)
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if (std::abs(angle - heading) <= 80.0)
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return true;
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return false;
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@@ -5186,8 +5187,8 @@ float Mob::HeadingAngleToMob(Mob *other)
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float this_x = GetX();
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float this_y = GetY();
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float y_diff = fabs(this_y - mob_y);
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float x_diff = fabs(this_x - mob_x);
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float y_diff = std::abs(this_y - mob_y);
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float x_diff = std::abs(this_x - mob_x);
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if (y_diff < 0.0000009999999974752427)
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y_diff = 0.0000009999999974752427;
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