diff options
author | jackpoz <giacomopoz@gmail.com> | 2020-04-10 23:24:29 +0200 |
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committer | jackpoz <giacomopoz@gmail.com> | 2020-04-10 23:24:29 +0200 |
commit | 9c9f4d6d20adf7e95ae1a44dc72b6530c3fc0bff (patch) | |
tree | a4bd63816af712684c2df9f3d74e157d96423058 | |
parent | b26302cdd0c454f49786d16372767e92deae1396 (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.cpp | 2 |
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) |