Core/Spells: Fixed spell effect value truncation when value is a large integer
Port From (https://github.com/TrinityCore/TrinityCore/commit/2d205506bfd3a2bb253db73b121fd147928811ba)
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@@ -1827,7 +1827,7 @@ namespace Game.Entities
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return spellInfo.GetMinRange(!IsHostileTo(target));
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}
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public float ApplyEffectModifiers(SpellInfo spellInfo, uint effIndex, float value)
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public double ApplyEffectModifiers(SpellInfo spellInfo, uint effIndex, double value)
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{
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Player modOwner = GetSpellModOwner();
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if (modOwner != null)
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@@ -2765,6 +2765,16 @@ namespace Game.Entities
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basevalue = (float)(basevalue + totalflat) * totalmul;
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}
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public void ApplySpellMod(SpellInfo spellInfo, SpellModOp op, ref double basevalue, Spell spell = null)
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{
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float totalmul = 1.0f;
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int totalflat = 0;
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GetSpellModValues(spellInfo, op, spell, basevalue, ref totalflat, ref totalmul);
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basevalue = (double)(basevalue + totalflat) * totalmul;
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}
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public void GetSpellModValues<T>(SpellInfo spellInfo, SpellModOp op, Spell spell, T baseValue, ref int flat, ref float pct) where T : IComparable
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{
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flat = 0;
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@@ -4171,11 +4171,11 @@ namespace Game.Spells
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public int CalcValue(out float variance, WorldObject caster = null, int? bp = null, Unit target = null, uint castItemId = 0, int itemLevel = -1)
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{
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variance = 0.0f;
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float basePointsPerLevel = RealPointsPerLevel;
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double basePointsPerLevel = RealPointsPerLevel;
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// TODO: this needs to be a float, not rounded
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int basePoints = CalcBaseValue(caster, target, castItemId, itemLevel);
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float value = bp.HasValue ? bp.Value : basePoints;
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float comboDamage = PointsPerResource;
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double value = bp.HasValue ? bp.Value : basePoints;
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double comboDamage = PointsPerResource;
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Unit casterUnit = null;
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if (caster != null)
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@@ -4184,9 +4184,9 @@ namespace Game.Spells
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if (Scaling.Variance != 0)
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{
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float delta = Math.Abs(Scaling.Variance * 0.5f);
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float valueVariance = RandomHelper.FRand(-delta, delta);
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value += basePoints * valueVariance;
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variance = valueVariance;
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double valueVariance = RandomHelper.FRand(-delta, delta);
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value += (double)basePoints * valueVariance;
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variance = (float)valueVariance;
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}
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// base amount modification based on spell lvl vs caster lvl
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