diff options
Diffstat (limited to 'src/game/Player.cpp')
| -rw-r--r-- | src/game/Player.cpp | 20 |
1 files changed, 10 insertions, 10 deletions
diff --git a/src/game/Player.cpp b/src/game/Player.cpp index e91728ab9be..e11b7e168ef 100644 --- a/src/game/Player.cpp +++ b/src/game/Player.cpp @@ -293,7 +293,7 @@ Player::Player (WorldSession *session): Unit() // randomize first save time in range [CONFIG_INTERVAL_SAVE] around [CONFIG_INTERVAL_SAVE] // this must help in case next save after mass player load after server startup - m_nextSave = urand(m_nextSave/2,m_nextSave*3/2); + m_nextSave = GetMap()->urand(m_nextSave/2,m_nextSave*3/2); clearResurrectRequestData(); @@ -905,7 +905,7 @@ void Player::HandleDrowning() { //TODO: Check this formula uint64 guid = GetGUID(); - uint32 damage = GetMaxHealth() / 5 + urand(0, getLevel()-1); + uint32 damage = GetMaxHealth() / 5 + GetMap()->urand(0, getLevel()-1); EnvironmentalDamage(guid, DAMAGE_DROWNING,damage); m_breathTimer = 2000; @@ -944,7 +944,7 @@ void Player::HandleLava() if (!m_breathTimer) { uint64 guid = GetGUID(); - uint32 damage = urand(600, 700); // TODO: Get more detailed information about lava damage + uint32 damage = GetMap()->urand(600, 700); // TODO: Get more detailed information about lava damage uint32 dmgZone = GetZoneId(); // TODO: Find correct "lava dealing zone" flag in Area Table // Deal lava damage only in lava zones. @@ -4724,7 +4724,7 @@ bool Player::UpdateSkill(uint32 skill_id, uint32 step) if ((!max) || (!value) || (value >= max)) return false; - if (value*512 < max*urand(0,512)) + if (value*512 < max*GetMap()->urand(0,512)) { uint32 new_value = value+step; if(new_value > max) @@ -4846,7 +4846,7 @@ bool Player::UpdateSkillPro(uint16 SkillId, int32 Chance, uint32 step) if ( !MaxValue || !SkillValue || SkillValue >= MaxValue ) return false; - int32 Roll = irand(1,1000); + int32 Roll = GetMap()->irand(1,1000); if ( Roll <= Chance ) { @@ -6139,7 +6139,7 @@ bool Player::RewardHonor(Unit *uVictim, uint32 groupsize, float honor, bool pvpt if(groupsize > 1) honor /= groupsize; - honor *= (((float)urand(8,12))/10); // approx honor: 80% - 120% of real honor + honor *= (((float)GetMap()->urand(8,12))/10); // approx honor: 80% - 120% of real honor } // honor - for show honor points in log @@ -7417,7 +7417,7 @@ void Player::SendLoot(uint64 guid, LootType loot_type) loot->FillLoot(1, LootTemplates_Creature, this); // It may need a better formula // Now it works like this: lvl10: ~6copper, lvl70: ~9silver - bones->loot.gold = (uint32)( urand(50, 150) * 0.016f * pow( ((float)pLevel)/5.76f, 2.5f) * sWorld.getRate(RATE_DROP_MONEY) ); + bones->loot.gold = (uint32)( GetMap()->urand(50, 150) * 0.016f * pow( ((float)pLevel)/5.76f, 2.5f) * sWorld.getRate(RATE_DROP_MONEY) ); } if (bones->lootRecipient != this) @@ -7453,8 +7453,8 @@ void Player::SendLoot(uint64 guid, LootType loot_type) loot->FillLoot(lootid, LootTemplates_Pickpocketing, this); // Generate extra money for pick pocket loot - const uint32 a = urand(0, creature->getLevel()/2); - const uint32 b = urand(0, getLevel()/2); + const uint32 a = GetMap()->urand(0, creature->getLevel()/2); + const uint32 b = GetMap()->urand(0, getLevel()/2); loot->gold = uint32(10 * (a + b) * sWorld.getRate(RATE_DROP_MONEY)); } } @@ -19021,7 +19021,7 @@ Player* Player::GetNextRandomRaidMember(float radius) if (nearMembers.empty()) return NULL; - uint32 randTarget = urand(0,nearMembers.size()-1); + uint32 randTarget = GetMap()->urand(0,nearMembers.size()-1); return nearMembers[randTarget]; } |
