aboutsummaryrefslogtreecommitdiff
diff options
context:
space:
mode:
authorjackpoz <giacomopoz@gmail.com>2020-04-10 00:11:54 +0200
committerjackpoz <giacomopoz@gmail.com>2020-04-10 00:11:54 +0200
commita0d508885000327f23b9c04ed454d513aec91fa1 (patch)
tree9c78d52f05d1e4e3bb322ee42c5b8d5d7d2658b6
parent81a09eb03ebd9f8bc2cf4f9db3232ab06bbad348 (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.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 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)