Core/Game: fix all warnings related to converting doubles and floats.
--HG-- branch : trunk
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@@ -1546,7 +1546,7 @@ SpellMissInfo Spell::DoSpellHitOnUnit(Unit *unit, const uint32 effectMask, bool
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// and duration of auras affected by SPELL_AURA_PERIODIC_HASTE
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if (m_originalCaster->HasAuraTypeWithAffectMask(SPELL_AURA_PERIODIC_HASTE, aurSpellInfo))
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duration *= m_originalCaster->GetFloatValue(UNIT_MOD_CAST_SPEED);
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duration = int32(duration * m_originalCaster->GetFloatValue(UNIT_MOD_CAST_SPEED));
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if (duration != m_spellAura->GetMaxDuration())
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{
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@@ -2028,7 +2028,7 @@ void Spell::SelectEffectTargets(uint32 i, uint32 cur)
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{
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float min_dis = GetSpellMinRange(m_spellInfo, true);
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float max_dis = GetSpellMaxRange(m_spellInfo, true);
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float dis = rand_norm() * (max_dis - min_dis) + min_dis;
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float dis = (float)rand_norm() * (max_dis - min_dis) + min_dis;
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float x, y, z;
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m_caster->GetClosePoint(x, y, z, DEFAULT_WORLD_OBJECT_SIZE, dis);
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m_targets.setDst(x, y, z, m_caster->GetOrientation());
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@@ -2192,21 +2192,21 @@ void Spell::SelectEffectTargets(uint32 i, uint32 cur)
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if (dist < objSize)
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dist = objSize;
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else if (cur == TARGET_DEST_CASTER_RANDOM)
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dist = objSize + (dist - objSize) * rand_norm();
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dist = objSize + (dist - objSize) * (float)rand_norm();
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switch(cur)
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{
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case TARGET_DEST_CASTER_FRONT_LEFT: angle = -M_PI/4; break;
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case TARGET_DEST_CASTER_BACK_LEFT: angle = -3*M_PI/4; break;
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case TARGET_DEST_CASTER_BACK_RIGHT: angle = 3*M_PI/4; break;
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case TARGET_DEST_CASTER_FRONT_RIGHT:angle = M_PI/4; break;
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case TARGET_DEST_CASTER_FRONT_LEFT: angle = static_cast<float>(-M_PI/4); break;
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case TARGET_DEST_CASTER_BACK_LEFT: angle = static_cast<float>(-3*M_PI/4); break;
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case TARGET_DEST_CASTER_BACK_RIGHT: angle = static_cast<float>(3*M_PI/4); break;
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case TARGET_DEST_CASTER_FRONT_RIGHT:angle = static_cast<float>(M_PI/4); break;
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case TARGET_MINION:
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case TARGET_DEST_CASTER_FRONT_LEAP:
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case TARGET_DEST_CASTER_FRONT: angle = 0.0f; break;
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case TARGET_DEST_CASTER_BACK: angle = M_PI; break;
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case TARGET_DEST_CASTER_RIGHT: angle = M_PI/2; break;
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case TARGET_DEST_CASTER_LEFT: angle = -M_PI/2; break;
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default: angle = rand_norm()*2*M_PI; break;
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case TARGET_DEST_CASTER_FRONT: angle = 0.0f; break;
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case TARGET_DEST_CASTER_BACK: angle = static_cast<float>(M_PI); break;
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case TARGET_DEST_CASTER_RIGHT: angle = static_cast<float>(M_PI/2); break;
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case TARGET_DEST_CASTER_LEFT: angle = static_cast<float>(-M_PI/2); break;
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default: angle = (float)rand_norm()*static_cast<float>(2*M_PI); break;
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}
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Position pos;
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@@ -2237,23 +2237,23 @@ void Spell::SelectEffectTargets(uint32 i, uint32 cur)
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float angle, dist;
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float objSize = target->GetObjectSize();
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dist = target->GetSpellRadiusForTarget(target, sSpellRadiusStore.LookupEntry(m_spellInfo->EffectRadiusIndex[i]));
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dist = (float)target->GetSpellRadiusForTarget(target, sSpellRadiusStore.LookupEntry(m_spellInfo->EffectRadiusIndex[i]));
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if (dist < objSize)
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dist = objSize;
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else if (cur == TARGET_DEST_CASTER_RANDOM)
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dist = objSize + (dist - objSize) * rand_norm();
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dist = objSize + (dist - objSize) * (float)rand_norm();
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switch(cur)
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{
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case TARGET_DEST_TARGET_FRONT: angle = 0.0f; break;
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case TARGET_DEST_TARGET_BACK: angle = M_PI; break;
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case TARGET_DEST_TARGET_RIGHT: angle = M_PI/2; break;
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case TARGET_DEST_TARGET_LEFT: angle = -M_PI/2; break;
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case TARGET_DEST_TARGET_FRONT_LEFT: angle = -M_PI/4; break;
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case TARGET_DEST_TARGET_BACK_LEFT: angle = -3*M_PI/4; break;
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case TARGET_DEST_TARGET_BACK_RIGHT: angle = 3*M_PI/4; break;
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case TARGET_DEST_TARGET_FRONT_RIGHT:angle = M_PI/4; break;
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default: angle = rand_norm()*2*M_PI; break;
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case TARGET_DEST_TARGET_FRONT: angle = 0.0f; break;
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case TARGET_DEST_TARGET_BACK: angle = static_cast<float>(M_PI); break;
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case TARGET_DEST_TARGET_RIGHT: angle = static_cast<float>(M_PI/2); break;
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case TARGET_DEST_TARGET_LEFT: angle = static_cast<float>(-M_PI/2); break;
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case TARGET_DEST_TARGET_FRONT_LEFT: angle = static_cast<float>(-M_PI/4); break;
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case TARGET_DEST_TARGET_BACK_LEFT: angle = static_cast<float>(-3*M_PI/4); break;
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case TARGET_DEST_TARGET_BACK_RIGHT: angle = static_cast<float>(3*M_PI/4); break;
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case TARGET_DEST_TARGET_FRONT_RIGHT:angle = static_cast<float>(M_PI/4); break;
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default: angle = (float)rand_norm()*static_cast<float>(2*M_PI); break;
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}
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Position pos;
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@@ -2282,21 +2282,21 @@ void Spell::SelectEffectTargets(uint32 i, uint32 cur)
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case TARGET_DEST_TRAJ:
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SelectTrajTargets();
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return;
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case TARGET_DEST_DEST_FRONT: angle = 0.0f; break;
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case TARGET_DEST_DEST_BACK: angle = M_PI; break;
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case TARGET_DEST_DEST_RIGHT: angle = M_PI/2; break;
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case TARGET_DEST_DEST_LEFT: angle = -M_PI/2; break;
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case TARGET_DEST_DEST_FRONT_LEFT: angle = -M_PI/4; break;
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case TARGET_DEST_DEST_BACK_LEFT: angle = -3*M_PI/4; break;
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case TARGET_DEST_DEST_BACK_RIGHT: angle = 3*M_PI/4; break;
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case TARGET_DEST_DEST_FRONT_RIGHT:angle = M_PI/4; break;
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default: angle = rand_norm()*2*M_PI; break;
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case TARGET_DEST_DEST_FRONT: angle = 0.0f; break;
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case TARGET_DEST_DEST_BACK: angle = static_cast<float>(M_PI); break;
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case TARGET_DEST_DEST_RIGHT: angle = static_cast<float>(M_PI/2); break;
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case TARGET_DEST_DEST_LEFT: angle = static_cast<float>(-M_PI/2); break;
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case TARGET_DEST_DEST_FRONT_LEFT: angle = static_cast<float>(-M_PI/4); break;
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case TARGET_DEST_DEST_BACK_LEFT: angle = static_cast<float>(-3*M_PI/4); break;
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case TARGET_DEST_DEST_BACK_RIGHT: angle = static_cast<float>(3*M_PI/4); break;
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case TARGET_DEST_DEST_FRONT_RIGHT:angle = static_cast<float>(M_PI/4); break;
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default: angle = (float)rand_norm()*static_cast<float>(2*M_PI); break;
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}
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float dist;
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dist = GetSpellRadiusForFriend(sSpellRadiusStore.LookupEntry(m_spellInfo->EffectRadiusIndex[i]));
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if (cur == TARGET_DEST_DEST_RANDOM || cur == TARGET_DEST_DEST_RANDOM_DIR_DIST)
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dist *= rand_norm();
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dist *= (float)rand_norm();
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// must has dst, no need to set flag
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Position pos = m_targets.m_dstPos;
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@@ -4592,7 +4592,7 @@ void Spell::TakeRunePower()
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}
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// you can gain some runic power when use runes
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float rp = src->runePowerGain;
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float rp = (float)src->runePowerGain;
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rp *= sWorld.getRate(RATE_POWER_RUNICPOWER_INCOME);
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plr->ModifyPower(POWER_RUNIC_POWER, (int32)rp);
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}
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@@ -4956,7 +4956,7 @@ SpellCastResult Spell::CheckCast(bool strict)
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return SPELL_FAILED_TARGET_AURASTATE;
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//Must be behind the target.
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if (m_spellInfo->AttributesEx2 == 0x100000 && (m_spellInfo->AttributesEx & 0x200) == 0x200 && target->HasInArc(M_PI, m_caster)
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if (m_spellInfo->AttributesEx2 == 0x100000 && (m_spellInfo->AttributesEx & 0x200) == 0x200 && target->HasInArc(static_cast<float>(M_PI), m_caster)
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//Exclusion for Pounce: Facing Limitation was removed in 2.0.1, but it still uses the same, old Ex-Flags
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&& (!(m_spellInfo->SpellFamilyName == SPELLFAMILY_DRUID && m_spellInfo->SpellFamilyFlags.IsEqual(0x20000,0,0)))
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//Mutilate no longer requires you be behind the target as of patch 3.0.3
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@@ -4969,7 +4969,7 @@ SpellCastResult Spell::CheckCast(bool strict)
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}
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//Target must be facing you.
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if ((m_spellInfo->Attributes == 0x150010) && !target->HasInArc(M_PI, m_caster))
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if ((m_spellInfo->Attributes == 0x150010) && !target->HasInArc(static_cast<float>(M_PI), m_caster))
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{
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SendInterrupted(2);
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return SPELL_FAILED_NOT_INFRONT;
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@@ -5190,7 +5190,7 @@ SpellCastResult Spell::CheckCast(bool strict)
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{
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// spell different for friends and enemies
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// hurt version required facing
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if (m_targets.getUnitTarget() && !m_caster->IsFriendlyTo(m_targets.getUnitTarget()) && !m_caster->HasInArc(M_PI, m_targets.getUnitTarget()))
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if (m_targets.getUnitTarget() && !m_caster->IsFriendlyTo(m_targets.getUnitTarget()) && !m_caster->HasInArc(static_cast<float>(M_PI), m_targets.getUnitTarget()))
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return SPELL_FAILED_UNIT_NOT_INFRONT;
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}
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else if (m_spellInfo->SpellIconID == 33 && m_spellInfo->SpellFamilyName == SPELLFAMILY_SHAMAN && m_spellInfo->SpellFamilyFlags[0] & SPELLFAMILYFLAG_SHAMAN_FIRE_NOVA)
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@@ -5932,8 +5932,8 @@ SpellCastResult Spell::CheckRange(bool strict)
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SpellRangeEntry const* srange = sSpellRangeStore.LookupEntry(m_spellInfo->rangeIndex);
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Unit *target = m_targets.getUnitTarget();
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float max_range = m_caster->GetSpellMaxRangeForTarget(target, srange);
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float min_range = m_caster->GetSpellMinRangeForTarget(target, srange);
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float max_range = (float)m_caster->GetSpellMaxRangeForTarget(target, srange);
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float min_range = (float)m_caster->GetSpellMinRangeForTarget(target, srange);
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uint32 range_type = GetSpellRangeType(srange);
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if (Player* modOwner = m_caster->GetSpellModOwner())
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@@ -5959,7 +5959,7 @@ SpellCastResult Spell::CheckRange(bool strict)
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return SPELL_FAILED_TOO_CLOSE;
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if (m_caster->GetTypeId() == TYPEID_PLAYER &&
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(m_spellInfo->FacingCasterFlags & SPELL_FACING_FLAG_INFRONT) && !m_caster->HasInArc(M_PI, target))
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(m_spellInfo->FacingCasterFlags & SPELL_FACING_FLAG_INFRONT) && !m_caster->HasInArc(static_cast<float>(M_PI), target))
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return SPELL_FAILED_UNIT_NOT_INFRONT;
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}
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@@ -7030,9 +7030,9 @@ int32 Spell::CalculateDamageDone(Unit *unit, const uint32 effectMask, float *mul
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{
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if (IsAreaEffectTarget[m_spellInfo->EffectImplicitTargetA[i]] || IsAreaEffectTarget[m_spellInfo->EffectImplicitTargetB[i]])
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{
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m_damage = float(m_damage) * unit->GetTotalAuraMultiplierByMiscMask(SPELL_AURA_MOD_AOE_DAMAGE_AVOIDANCE, m_spellInfo->SchoolMask);
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m_damage = int32(float(m_damage) * unit->GetTotalAuraMultiplierByMiscMask(SPELL_AURA_MOD_AOE_DAMAGE_AVOIDANCE, m_spellInfo->SchoolMask));
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if (m_caster->GetTypeId() == TYPEID_UNIT)
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m_damage = float(m_damage) * unit->GetTotalAuraMultiplierByMiscMask(SPELL_AURA_MOD_CREATURE_AOE_DAMAGE_AVOIDANCE, m_spellInfo->SchoolMask);
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m_damage = int32(float(m_damage) * unit->GetTotalAuraMultiplierByMiscMask(SPELL_AURA_MOD_CREATURE_AOE_DAMAGE_AVOIDANCE, m_spellInfo->SchoolMask));
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if (m_caster->GetTypeId() == TYPEID_PLAYER)
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{
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@@ -7044,7 +7044,7 @@ int32 Spell::CalculateDamageDone(Unit *unit, const uint32 effectMask, float *mul
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}
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if (m_applyMultiplierMask & (1 << i))
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{
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m_damage *= m_damageMultipliers[i];
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m_damage = int32(m_damage * m_damageMultipliers[i]);
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m_damageMultipliers[i] *= multiplier[i];
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}
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