Merge branch 'master' of github.com:TrinityCore/TrinityCore into 4.3.4

Conflicts:
	src/server/game/Battlegrounds/ArenaTeam.cpp
	src/server/game/Entities/Player/Player.cpp
	src/server/game/Entities/Unit/StatSystem.cpp
	src/server/game/Entities/Unit/Unit.cpp
	src/server/game/Spells/Spell.cpp
	src/server/scripts/EasternKingdoms/ZulAman/boss_janalai.cpp
	src/server/scripts/Kalimdor/zone_durotar.cpp
	src/server/scripts/Spells/spell_warrior.cpp
This commit is contained in:
Vincent-Michael committed 2014-08-24 02:11:33 +02:00
commit 547115476f
91 files changed
+334 -257

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+14 -14
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@@ -62,7 +62,7 @@
#include "MovementStructures.h"
#include "WorldSession.h"
#include <math.h>
#include <cmath>
float baseMoveSpeed[MAX_MOVE_TYPE] =
{
@@ -1322,7 +1322,7 @@ void Unit::DealMeleeDamage(CalcDamageInfo* damageInfo, bool durabilityLoss)
// If this is a creature and it attacks from behind it has a probability to daze it's victim
if ((damageInfo->hitOutCome == MELEE_HIT_CRIT || damageInfo->hitOutCome == MELEE_HIT_CRUSHING || damageInfo->hitOutCome == MELEE_HIT_NORMAL || damageInfo->hitOutCome == MELEE_HIT_GLANCING) &&
GetTypeId() != TYPEID_PLAYER && !ToCreature()->IsControlledByPlayer() && !victim->HasInArc(M_PI, this)
GetTypeId() != TYPEID_PLAYER && !ToCreature()->IsControlledByPlayer() && !victim->HasInArc(float(M_PI), this)
&& (victim->GetTypeId() == TYPEID_PLAYER || !victim->ToCreature()->isWorldBoss())&& !victim->IsVehicle())
{
// -probability is between 0% and 40%
@@ -1336,7 +1336,7 @@ void Unit::DealMeleeDamage(CalcDamageInfo* damageInfo, bool durabilityLoss)
uint32 VictimDefense = victim->GetMaxSkillValueForLevel(this);
uint32 AttackerMeleeSkill = GetMaxSkillValueForLevel();
Probability *= AttackerMeleeSkill/(float)VictimDefense*0.16;
Probability *= AttackerMeleeSkill/(float)VictimDefense*0.16f;
if (Probability < 0)
Probability = 0;
@@ -1456,7 +1456,7 @@ uint32 Unit::CalcArmorReducedDamage(Unit* victim, const uint32 damage, SpellInfo
for (AuraEffectList::const_iterator j = resIgnoreAuras.begin(); j != resIgnoreAuras.end(); ++j)
{
if ((*j)->GetMiscValue() & SPELL_SCHOOL_MASK_NORMAL)
armor = floor(AddPct(armor, -(*j)->GetAmount()));
armor = std::floor(AddPct(armor, -(*j)->GetAmount()));
}
// Apply Player CR_ARMOR_PENETRATION rating
@@ -1544,7 +1544,7 @@ uint32 Unit::CalcSpellResistance(Unit* victim, SpellSchoolMask schoolMask, Spell
float discreteResistProbability[11];
for (uint32 i = 0; i < 11; ++i)
{
discreteResistProbability[i] = 0.5f - 2.5f * fabs(0.1f * i - averageResist);
discreteResistProbability[i] = 0.5f - 2.5f * std::fabs(0.1f * i - averageResist);
if (discreteResistProbability[i] < 0.0f)
discreteResistProbability[i] = 0.0f;
}
@@ -1932,7 +1932,7 @@ MeleeHitOutcome Unit::RollMeleeOutcomeAgainst (const Unit* victim, WeaponAttackT
// Dodge chance
// only players can't dodge if attacker is behind
if (victim->GetTypeId() == TYPEID_PLAYER && !victim->HasInArc(M_PI, this) && !victim->HasAuraType(SPELL_AURA_IGNORE_HIT_DIRECTION))
if (victim->GetTypeId() == TYPEID_PLAYER && !victim->HasInArc(float(M_PI), this) && !victim->HasAuraType(SPELL_AURA_IGNORE_HIT_DIRECTION))
{
TC_LOG_DEBUG("entities.unit", "RollMeleeOutcomeAgainst: attack came from behind and victim was a player.");
}
@@ -1961,7 +1961,7 @@ MeleeHitOutcome Unit::RollMeleeOutcomeAgainst (const Unit* victim, WeaponAttackT
// parry & block chances
// check if attack comes from behind, nobody can parry or block if attacker is behind
if (!victim->HasInArc(M_PI, this) && !victim->HasAuraType(SPELL_AURA_IGNORE_HIT_DIRECTION))
if (!victim->HasInArc(float(M_PI), this) && !victim->HasAuraType(SPELL_AURA_IGNORE_HIT_DIRECTION))
TC_LOG_DEBUG("entities.unit", "RollMeleeOutcomeAgainst: attack came from behind.");
else
{
@@ -2139,7 +2139,7 @@ bool Unit::isSpellBlocked(Unit* victim, SpellInfo const* spellProto, WeaponAttac
if (spellProto && spellProto->Attributes & SPELL_ATTR0_IMPOSSIBLE_DODGE_PARRY_BLOCK)
return false;
if (victim->HasAuraType(SPELL_AURA_IGNORE_HIT_DIRECTION) || victim->HasInArc(M_PI, this))
if (victim->HasAuraType(SPELL_AURA_IGNORE_HIT_DIRECTION) || victim->HasInArc(float(M_PI), this))
{
// Check creatures flags_extra for disable block
if (victim->GetTypeId() == TYPEID_UNIT &&
@@ -2259,7 +2259,7 @@ SpellMissInfo Unit::MeleeSpellHitResult(Unit* victim, SpellInfo const* spellInfo
canDodge = false;
// only if in front
if (victim->HasInArc(M_PI, this) || victim->HasAuraType(SPELL_AURA_IGNORE_HIT_DIRECTION))
if (victim->HasInArc(float(M_PI), this) || victim->HasAuraType(SPELL_AURA_IGNORE_HIT_DIRECTION))
{
int32 deflect_chance = victim->GetTotalAuraModifier(SPELL_AURA_DEFLECT_SPELLS) * 100;
tmp += deflect_chance;
@@ -2270,7 +2270,7 @@ SpellMissInfo Unit::MeleeSpellHitResult(Unit* victim, SpellInfo const* spellInfo
}
// Check for attack from behind
if (!victim->HasInArc(M_PI, this))
if (!victim->HasInArc(float(M_PI), this))
{
if (!victim->HasAuraType(SPELL_AURA_IGNORE_HIT_DIRECTION))
{
@@ -2425,7 +2425,7 @@ SpellMissInfo Unit::MagicSpellHitResult(Unit* victim, SpellInfo const* spellInfo
return SPELL_MISS_RESIST;
// cast by caster in front of victim
if (victim->HasInArc(M_PI, this) || victim->HasAuraType(SPELL_AURA_IGNORE_HIT_DIRECTION))
if (victim->HasInArc(float(M_PI), this) || victim->HasAuraType(SPELL_AURA_IGNORE_HIT_DIRECTION))
{
int32 deflect_chance = victim->GetTotalAuraModifier(SPELL_AURA_DEFLECT_SPELLS) * 100;
tmp += deflect_chance;
@@ -2918,7 +2918,7 @@ bool Unit::isInFrontInMap(Unit const* target, float distance, float arc) const
bool Unit::isInBackInMap(Unit const* target, float distance, float arc) const
{
return IsWithinDistInMap(target, distance) && !HasInArc(2 * M_PI - arc, target);
return IsWithinDistInMap(target, distance) && !HasInArc(2 * float(M_PI) - arc, target);
}
bool Unit::isInAccessiblePlaceFor(Creature const* c) const
@@ -9901,7 +9901,7 @@ float Unit::GetPPMProcChance(uint32 WeaponSpeed, float PPM, const SpellInfo* spe
if (Player* modOwner = GetSpellModOwner())
modOwner->ApplySpellMod(spellProto->Id, SPELLMOD_PROC_PER_MINUTE, PPM);
return floor((WeaponSpeed * PPM) / 600.0f); // result is chance in percents (probability = Speed_in_sec * (PPM / 60))
return std::floor((WeaponSpeed * PPM) / 600.0f); // result is chance in percents (probability = Speed_in_sec * (PPM / 60))
}
void Unit::Mount(uint32 mount, uint32 VehicleId, uint32 creatureEntry)
@@ -15232,7 +15232,7 @@ uint32 Unit::GetModelForTotem(PlayerTotemType totemType)
void Unit::JumpTo(float speedXY, float speedZ, bool forward)
{
float angle = forward ? 0 : M_PI;
float angle = forward ? 0 : float(M_PI);
if (GetTypeId() == TYPEID_UNIT)
GetMotionMaster()->MoveJumpTo(angle, speedXY, speedZ);
else