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authorQAston <none@none>2009-07-18 15:00:36 +0200
committerQAston <none@none>2009-07-18 15:00:36 +0200
commit8499812eb665f0e9a7078f642d817041b67e89ec (patch)
treef7fb8d6c98fdc72c52603e3bfa49b6db99589b77 /src/game/ReputationMgr.cpp
parent7b1a8420416ea101705da0d7a28b307c7f90592f (diff)
*Update heal calculation formula for Death Strike and apply improved death strike bonus if avalible
*Use floor() function for rounding in rep gain calculation *Add some debug info to WorldSession::HandleMoveWorldportAckOpcode() --HG-- branch : trunk
Diffstat (limited to 'src/game/ReputationMgr.cpp')
-rw-r--r--src/game/ReputationMgr.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/game/ReputationMgr.cpp b/src/game/ReputationMgr.cpp
index ee7ca8d44a4..d56d17cdb78 100644
--- a/src/game/ReputationMgr.cpp
+++ b/src/game/ReputationMgr.cpp
@@ -255,7 +255,7 @@ bool ReputationMgr::SetOneFactionReputation(FactionEntry const* factionEntry, in
if(incremental)
{
// int32 *= float cause one point loss?
- standing = (int32)((float)standing * sWorld.getRate(RATE_REPUTATION_GAIN));
+ standing = floor((float)standing * sWorld.getRate(RATE_REPUTATION_GAIN) + 0.5f);
standing += itr->second.Standing + BaseRep;
}