Core: more 3.3.5a ports
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-5
@@ -5734,14 +5734,13 @@ bool Player::UpdateSkillPro(uint16 skillId, int32 chance, uint32 step)
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static uint32 bonusSkillLevels[] = { 75, 150, 225, 300, 375, 450, 525 };
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static const size_t bonusSkillLevelsSize = sizeof(bonusSkillLevels) / sizeof(uint32);
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TC_LOG_DEBUG("entities.player.skills", "UpdateSkillPro(SkillId %d, Chance %3.1f%%)", SkillId, Chance / 10.0f);
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TC_LOG_DEBUG("entities.player.skills", "UpdateSkillPro(SkillId %d, Chance %3.1f%%)", skillId, chance / 10.0f);
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if (!skillId)
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return false;
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if (chance <= 0) // speedup in 0 chance case
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{
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TC_LOG_DEBUG("entities.player.skills", "Player::UpdateSkillPro: Player '%s' (%s), SkillID: %u, Chance: %3.1f%% missed",
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GetName().c_str(), GetGUID().ToString().c_str(), SkillId, Chance / 10.0f);
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TC_LOG_DEBUG("entities.player.skills", "Player::UpdateSkillPro Chance=%3.1f%% missed", chance / 10.0f);
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return false;
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}
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@@ -5760,8 +5759,7 @@ bool Player::UpdateSkillPro(uint16 skillId, int32 chance, uint32 step)
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if (irand(1, 1000) > chance)
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{
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TC_LOG_DEBUG("entities.player.skills", "Player::UpdateSkillPro: Player '%s' (%s), SkillID: %u, Chance: %3.1f%% missed",
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GetName().c_str(), GetGUID().ToString().c_str(), SkillId, Chance / 10.0f);
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TC_LOG_DEBUG("entities.player.skills", "Player::UpdateSkillPro Chance=%3.1f%% missed", chance / 10.0f);
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return false;
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}
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