From 9c9f4d6d20adf7e95ae1a44dc72b6530c3fc0bff Mon Sep 17 00:00:00 2001 From: jackpoz Date: Fri, 10 Apr 2020 23:24:29 +0200 Subject: Core/Unit: Ceil damage instead of rounding it a0d508885000327f23b9c04ed454d513aec91fa1 followup, use std::ceil instead of std::round . This ensures at least 1 damage point will be done after applying armor reducing. --- src/server/game/Entities/Unit/Unit.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'src') diff --git a/src/server/game/Entities/Unit/Unit.cpp b/src/server/game/Entities/Unit/Unit.cpp index 1f80a4b60eb..c5d422a35cd 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::lroundf(std::max(damage * (1.0f - damageReduction), 0.0f))); + return uint32(std::ceilf(std::max(damage * (1.0f - damageReduction), 0.0f))); } /*static*/ uint32 Unit::CalcSpellResistedDamage(Unit const* attacker, Unit* victim, uint32 damage, SpellSchoolMask schoolMask, SpellInfo const* spellInfo) -- cgit v1.2.3