Core/Random: Changed random functions returning doubles to return floats
* They were all cast to float at use anyway * Improves roll_chance_f performance (rand32() is now called internally by uniform_real_distribution once instead of twice)
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@@ -1485,7 +1485,7 @@ void Spell::SelectImplicitCasterDestTargets(SpellEffIndex effIndex, SpellImplici
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float maxDist = m_spellInfo->GetMaxRange(true);
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float dist = frand(minDist, maxDist);
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float x, y, z;
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float angle = float(rand_norm()) * static_cast<float>(M_PI * 35.0f / 180.0f) - static_cast<float>(M_PI * 17.5f / 180.0f);
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float angle = rand_norm() * static_cast<float>(M_PI * 35.0f / 180.0f) - static_cast<float>(M_PI * 17.5f / 180.0f);
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m_caster->GetClosePoint(x, y, z, DEFAULT_PLAYER_BOUNDING_RADIUS, dist, angle);
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float ground = m_caster->GetMapHeight(x, y, z);
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@@ -1573,7 +1573,7 @@ void Spell::SelectImplicitCasterDestTargets(SpellEffIndex effIndex, SpellImplici
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{
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case TARGET_DEST_CASTER_RANDOM:
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if (dist > objSize)
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dist = objSize + (dist - objSize) * float(rand_norm());
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dist = objSize + (dist - objSize) * rand_norm();
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break;
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case TARGET_DEST_CASTER_FRONT_LEFT:
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case TARGET_DEST_CASTER_BACK_LEFT:
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@@ -1621,7 +1621,7 @@ void Spell::SelectImplicitTargetDestTargets(SpellEffIndex effIndex, SpellImplici
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float angle = targetType.CalcDirectionAngle(m_spellInfo->Effects[effIndex]);
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float dist = m_spellInfo->Effects[effIndex].CalcRadius(nullptr, targetIndex);
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if (targetType.GetTarget() == TARGET_DEST_TARGET_RANDOM)
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dist *= float(rand_norm());
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dist *= rand_norm();
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Position pos = dest._position;
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target->MovePositionToFirstCollision(pos, dist, angle);
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@@ -1657,7 +1657,7 @@ void Spell::SelectImplicitDestDestTargets(SpellEffIndex effIndex, SpellImplicitT
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float angle = targetType.CalcDirectionAngle(m_spellInfo->Effects[effIndex]);
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float dist = m_spellInfo->Effects[effIndex].CalcRadius(m_caster, targetIndex);
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if (targetType.GetTarget() == TARGET_DEST_DEST_RANDOM)
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dist *= float(rand_norm());
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dist *= rand_norm();
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Position pos = dest._position;
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m_caster->MovePositionToFirstCollision(pos, dist, angle);
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