diff options
Diffstat (limited to 'src/game/Unit.cpp')
-rw-r--r-- | src/game/Unit.cpp | 18 |
1 files changed, 9 insertions, 9 deletions
diff --git a/src/game/Unit.cpp b/src/game/Unit.cpp index d13b552c053..eb8a6e919e7 100644 --- a/src/game/Unit.cpp +++ b/src/game/Unit.cpp @@ -1586,29 +1586,29 @@ void Unit::DealMeleeDamage(CalcDamageInfo *damageInfo, bool durabilityLoss) // Reduce attack time if (pVictim->haveOffhandWeapon() && offtime < basetime) { - float percent20 = pVictim->GetAttackTime(OFF_ATTACK) * 0.20; - float percent60 = 3 * percent20; + float percent20 = pVictim->GetAttackTime(OFF_ATTACK) * 0.20f; + float percent60 = 3.0f * percent20; if(offtime > percent20 && offtime <= percent60) { pVictim->setAttackTimer(OFF_ATTACK, uint32(percent20)); } else if(offtime > percent60) { - offtime -= 2 * percent20; + offtime -= 2.0f * percent20; pVictim->setAttackTimer(OFF_ATTACK, uint32(offtime)); } } else { float percent20 = pVictim->GetAttackTime(BASE_ATTACK) * 0.20; - float percent60 = 3 * percent20; + float percent60 = 3.0f * percent20; if(basetime > percent20 && basetime <= percent60) { pVictim->setAttackTimer(BASE_ATTACK, uint32(percent20)); } else if(basetime > percent60) { - basetime -= 2 * percent20; + basetime -= 2.0f * percent20; pVictim->setAttackTimer(BASE_ATTACK, uint32(basetime)); } } @@ -1625,19 +1625,19 @@ void Unit::DealMeleeDamage(CalcDamageInfo *damageInfo, bool durabilityLoss) { // -probability is between 0% and 40% // 20% base chance - float Probability = 20; + float Probability = 20.0f; //there is a newbie protection, at level 10 just 7% base chance; assuming linear function if( pVictim->getLevel() < 30 ) - Probability = 0.65f*pVictim->getLevel()+0.5; + Probability = 0.65f*pVictim->getLevel()+0.5f; uint32 VictimDefense=pVictim->GetDefenseSkillValue(); uint32 AttackerMeleeSkill=GetUnitMeleeSkill(); Probability *= AttackerMeleeSkill/(float)VictimDefense; - if(Probability > 40) - Probability = 40; + if(Probability > 40.0f) + Probability = 40.0f; if(roll_chance_f(Probability)) CastSpell(pVictim, 1604, true); |