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*Force creatures to choose a new, random model on spawn/respawn
*Change the damage formula to include weapon min/max damage.. previous method did not work properly at all. --HG-- branch : trunk
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@@ -870,8 +870,8 @@ void Creature::UpdateDamagePhysical(WeaponAttackType attType)
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weapon_maxdamage = 0;
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}
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float mindamage = ((base_value * dmg_multiplier + weapon_mindamage) * base_pct + total_value) * total_pct;
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float maxdamage = ((base_value * dmg_multiplier + weapon_maxdamage) * base_pct + total_value) * total_pct;
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float mindamage = ((base_value + weapon_mindamage) * dmg_multiplier * base_pct + total_value) * total_pct;
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float maxdamage = ((base_value + weapon_maxdamage) * dmg_multiplier * base_pct + total_value) * total_pct;
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switch(attType)
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{
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