diff options
author | jackpoz <giacomopoz@gmail.com> | 2020-04-10 00:11:54 +0200 |
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committer | jackpoz <giacomopoz@gmail.com> | 2020-04-10 00:11:54 +0200 |
commit | a0d508885000327f23b9c04ed454d513aec91fa1 (patch) | |
tree | 9c78d52f05d1e4e3bb322ee42c5b8d5d7d2658b6 | |
parent | 81a09eb03ebd9f8bc2cf4f9db3232ab06bbad348 (diff) |
Core/Unit: Round damage instead of truncating it
Round damage instead of truncating it when calculating armor-reduced damage. This fixes some level 1 creatures doing 0 damage (displayed as "Miss" ingame)
-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 917244dcb38..1f80a4b60eb 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::max(damage * (1.0f - damageReduction), 0.0f)); + return uint32(std::lroundf(std::max(damage * (1.0f - damageReduction), 0.0f))); } /*static*/ uint32 Unit::CalcSpellResistedDamage(Unit const* attacker, Unit* victim, uint32 damage, SpellSchoolMask schoolMask, SpellInfo const* spellInfo) |