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authorjackpoz <giacomopoz@gmail.com>2020-04-10 23:24:29 +0200
committerjackpoz <giacomopoz@gmail.com>2020-04-10 23:24:29 +0200
commit9c9f4d6d20adf7e95ae1a44dc72b6530c3fc0bff (patch)
treea4bd63816af712684c2df9f3d74e157d96423058
parentb26302cdd0c454f49786d16372767e92deae1396 (diff)
Core/Unit: Ceil damage instead of rounding it
a0d508885000327f23b9c04ed454d513aec91fa1 followup, use std::ceil instead of std::round . This ensures at least 1 damage point will be done after applying armor reducing.
-rw-r--r--src/server/game/Entities/Unit/Unit.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/server/game/Entities/Unit/Unit.cpp b/src/server/game/Entities/Unit/Unit.cpp
index 1f80a4b60eb..c5d422a35cd 100644
--- a/src/server/game/Entities/Unit/Unit.cpp
+++ b/src/server/game/Entities/Unit/Unit.cpp
@@ -1610,7 +1610,7 @@ void Unit::HandleEmoteCommand(uint32 emoteId)
damageReduction /= (1.0f + damageReduction);
RoundToInterval(damageReduction, 0.f, 0.75f);
- return uint32(std::lroundf(std::max(damage * (1.0f - damageReduction), 0.0f)));
+ return uint32(std::ceilf(std::max(damage * (1.0f - damageReduction), 0.0f)));
}
/*static*/ uint32 Unit::CalcSpellResistedDamage(Unit const* attacker, Unit* victim, uint32 damage, SpellSchoolMask schoolMask, SpellInfo const* spellInfo)