Core/Refactor: Fix alot of Possible loss of fraction warnings
This commit is contained in:
@@ -23,8 +23,8 @@ namespace Framework.Constants
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//Grids
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public const int MaxGrids = 64;
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public const float SizeofGrids = 533.33333f;
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public const float CenterGridCellId = (MaxCells * MaxGrids / 2);
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public const float CenterGridId = (MaxGrids / 2);
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public const int CenterGridCellId = (MaxCells * MaxGrids / 2);
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public const int CenterGridId = (MaxGrids / 2);
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public const float CenterGridOffset = (SizeofGrids / 2);
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public const float CenterGridCellOffset = (SizeofCells / 2);
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@@ -71,7 +71,7 @@ public static class MathFunctions
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/// Returns the clamped value.
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/// result = (EpsilonF > Abs(value-calmpedValue)) ? calmpedValue : value;
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/// </returns>
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/// <remarks><see cref="MathFunctions.EpsilonF"/> is used for tolerance.</remarks>
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/// <remarks><see cref="MathFunctions.Epsilon"/> is used for tolerance.</remarks>
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public static float Clamp(float value, float calmpedValue)
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{
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return (Epsilon > Math.Abs(value - calmpedValue)) ? calmpedValue : value;
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@@ -81,10 +81,10 @@ public static class MathFunctions
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static double eps(double a, double b)
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{
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double aa = Math.Abs(a) + 1.0;
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if (aa == double.PositiveInfinity)
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if (double.IsPositiveInfinity(aa))
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return double.Epsilon;
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else
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return double.Epsilon * aa;
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return double.Epsilon * aa;
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}
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public static float lerp(float a, float b, float f)
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@@ -1174,7 +1174,7 @@ namespace Game.BattleFields
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}
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// get the difference of numbers
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float fact_diff = (m_activePlayers[TeamId.Alliance].Count - m_activePlayers[TeamId.Horde].Count) * diff / 1000;
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float fact_diff = ((float)m_activePlayers[TeamId.Alliance].Count - m_activePlayers[TeamId.Horde].Count) * diff / 1000;
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if (MathFunctions.fuzzyEq(fact_diff, 0.0f))
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return false;
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@@ -930,9 +930,9 @@ namespace Game.BattleFields
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if (alliancePlayers != 0 && hordePlayers != 0)
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{
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if (alliancePlayers < hordePlayers)
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newStack = (int)(((float)(hordePlayers / alliancePlayers) - 1) * 4); // positive, should cast on alliance
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newStack = (int)((((float)hordePlayers / alliancePlayers) - 1) * 4); // positive, should cast on alliance
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else if (alliancePlayers > hordePlayers)
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newStack = (int)((1 - (float)(alliancePlayers / hordePlayers)) * 4); // negative, should cast on horde
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newStack = (int)((1 - ((float)alliancePlayers / hordePlayers)) * 4); // negative, should cast on horde
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}
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if (newStack == m_tenacityStack)
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@@ -83,16 +83,17 @@ namespace Game.Collision
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{
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return base.Equals(obj);
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}
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public override int GetHashCode()
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{
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return base.GetHashCode();
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return x.GetHashCode() ^ y.GetHashCode();
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}
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public static Cell ComputeCell(float fx, float fy)
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{
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Cell c = new Cell();
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c.x = (int)(fx * (1.0f / CELL_SIZE) + (CELL_NUMBER / 2));
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c.y = (int)(fy * (1.0f / CELL_SIZE) + (CELL_NUMBER / 2));
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c.x = (int)(fx * (1.0f / CELL_SIZE) + (CELL_NUMBER / 2f));
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c.y = (int)(fy * (1.0f / CELL_SIZE) + (CELL_NUMBER / 2f));
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return c;
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}
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@@ -146,9 +146,9 @@ namespace Game.DataStorage
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float xDiff = nextTarget.locations.X - lastTarget.locations.X;
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float yDiff = nextTarget.locations.Y - lastTarget.locations.Y;
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float zDiff = nextTarget.locations.Z - lastTarget.locations.Z;
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x = lastTarget.locations.X + (xDiff * (timeDiffThis / timeDiffTarget));
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y = lastTarget.locations.Y + (yDiff * (timeDiffThis / timeDiffTarget));
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z = lastTarget.locations.Z + (zDiff * (timeDiffThis / timeDiffTarget));
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x = lastTarget.locations.X + (xDiff * ((float)timeDiffThis / timeDiffTarget));
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y = lastTarget.locations.Y + (yDiff * ((float)timeDiffThis / timeDiffTarget));
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z = lastTarget.locations.Z + (zDiff * ((float)timeDiffThis / timeDiffTarget));
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}
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float xDiff1 = x - thisCam.locations.X;
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float yDiff1 = y - thisCam.locations.Y;
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@@ -225,7 +225,7 @@ namespace Game.Entities
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float GetProgress()
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{
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return GetTimeSinceCreated() < GetTimeToTargetScale() ? GetTimeSinceCreated() / GetTimeToTargetScale() : 1.0f;
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return GetTimeSinceCreated() < GetTimeToTargetScale() ? (float)GetTimeSinceCreated() / GetTimeToTargetScale() : 1.0f;
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}
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void UpdateTargetList()
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@@ -655,7 +655,7 @@ namespace Game.Entities
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return;
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}
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float currentTimePercent = _movementTime / GetTimeToTarget();
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float currentTimePercent = (float)_movementTime / GetTimeToTarget();
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if (currentTimePercent <= 0.0f)
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return;
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@@ -2318,7 +2318,7 @@ namespace Game.Entities
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if (getLevel() < levelForTarget)
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return 1.0f;
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return GetMaxHealthByLevel(levelForTarget) / GetCreateHealth();
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return (float)GetMaxHealthByLevel(levelForTarget) / GetCreateHealth();
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}
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float GetBaseDamageForLevel(uint level)
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@@ -161,8 +161,8 @@ namespace Game.Entities
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float xDiff = nextPosition.posX - lastPosition.posX;
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float yDiff = nextPosition.posY - lastPosition.posY;
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float zDiff = nextPosition.posZ - lastPosition.posZ;
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Position interPosition = new Position(lastPosition.posX + (xDiff * (interDiff / timeDiff)), lastPosition.posY +
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(yDiff * (interDiff / timeDiff)), lastPosition.posZ + (zDiff * (interDiff / timeDiff)));
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Position interPosition = new Position(lastPosition.posX + (xDiff * ((float)interDiff / timeDiff)), lastPosition.posY +
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(yDiff * ((float)interDiff / timeDiff)), lastPosition.posZ + (zDiff * ((float)interDiff / timeDiff)));
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// Advance (at speed) to this position. The remote sight object is used
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// to send update information to player in cinematic
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@@ -3772,7 +3772,7 @@ namespace Game.Entities
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ulong price = 0;
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if (crItem.IsGoldRequired(pProto) && pProto.GetBuyPrice() > 0) //Assume price cannot be negative (do not know why it is int32)
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{
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float buyPricePerItem = pProto.GetBuyPrice() / pProto.GetBuyCount();
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float buyPricePerItem = (float)pProto.GetBuyPrice() / pProto.GetBuyCount();
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ulong maxCount = (ulong)(PlayerConst.MaxMoneyAmount / buyPricePerItem);
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if (count > maxCount)
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{
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@@ -1104,7 +1104,7 @@ namespace Game.Entities
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var mAPbyArmor = GetAuraEffectsByType(AuraType.ModAttackPowerOfArmor);
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foreach (var iter in mAPbyArmor)
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// always: ((*i).GetModifier().m_miscvalue == 1 == SPELL_SCHOOL_MASK_NORMAL)
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attPowerMod += GetArmor() / iter.GetAmount();
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attPowerMod += (int)(GetArmor() / iter.GetAmount());
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}
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SetUInt32Value(index, (uint)base_attPower); //UNIT_FIELD_(RANGED)_ATTACK_POWER field
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@@ -548,8 +548,8 @@ namespace Game.Entities
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if (pInfo == null)
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SetCreateHealth(30 + 30 * petlevel);
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float bonusDmg = GetOwner().SpellBaseDamageBonusDone(SpellSchoolMask.Nature) * 0.15f;
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SetBaseWeaponDamage(WeaponAttackType.BaseAttack, WeaponDamageRange.MinDamage, petlevel * 2.5f - (petlevel / 2) + bonusDmg);
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SetBaseWeaponDamage(WeaponAttackType.BaseAttack, WeaponDamageRange.MaxDamage, petlevel * 2.5f + (petlevel / 2) + bonusDmg);
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SetBaseWeaponDamage(WeaponAttackType.BaseAttack, WeaponDamageRange.MinDamage, petlevel * 2.5f - ((float)petlevel / 2) + bonusDmg);
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SetBaseWeaponDamage(WeaponAttackType.BaseAttack, WeaponDamageRange.MaxDamage, petlevel * 2.5f + ((float)petlevel / 2) + bonusDmg);
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break;
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}
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case 15352: //earth elemental 36213
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@@ -784,7 +784,7 @@ namespace Game.Entities
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uint VictimDefense = victim.GetMaxSkillValueForLevel(this);
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uint AttackerMeleeSkill = GetMaxSkillValueForLevel();
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Probability *= (float)(AttackerMeleeSkill / VictimDefense * 0.16);
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Probability *= (AttackerMeleeSkill / (float)VictimDefense * 0.16f);
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if (Probability < 0)
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Probability = 0;
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@@ -1014,7 +1014,7 @@ namespace Game.Entities
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victim.ToCreature().LowerPlayerDamageReq(health < damage ? health : damage);
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}
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damage /= (uint)victim.GetHealthMultiplierForTarget(this);
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damage = (uint)(damage / victim.GetHealthMultiplierForTarget(this));
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if (health <= damage)
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{
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@@ -197,7 +197,7 @@ namespace Game.Movement
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float t_passedf = MSToSec((uint)(time_point - effect_start_time));
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float t_durationf = MSToSec((uint)(Duration() - effect_start_time)); //client use not modified duration here
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if (spell_effect_extra.HasValue && spell_effect_extra.Value.ParabolicCurveId != 0)
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t_passedf *= Global.DB2Mgr.GetCurveValueAt(spell_effect_extra.Value.ParabolicCurveId, time_point / Duration());
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t_passedf *= Global.DB2Mgr.GetCurveValueAt(spell_effect_extra.Value.ParabolicCurveId, (float)time_point / Duration());
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el += (t_durationf - t_passedf) * 0.5f * vertical_acceleration * t_passedf;
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}
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@@ -400,7 +400,7 @@ namespace Game.Network.Packets
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StationeryID = (int)mail.stationery;
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SentMoney = mail.money;
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Flags = (int)mail.checkMask;
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DaysLeft = (mail.expire_time - Time.UnixTime) / Time.Day;
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DaysLeft = (float)(mail.expire_time - Time.UnixTime) / Time.Day;
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MailTemplateID = (int)mail.mailTemplateId;
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Subject = mail.subject;
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Body = mail.body;
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@@ -536,7 +536,7 @@ namespace Game.PvP
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}
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// get the difference of numbers
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float fact_diff = (m_activePlayers[0].Count - m_activePlayers[1].Count) * diff / 1000;
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float fact_diff = (float)(m_activePlayers[0].Count - m_activePlayers[1].Count) * diff / 1000;
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if (fact_diff == 0.0f)
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return false;
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@@ -136,7 +136,7 @@ namespace Scripts.Spells.Warlock
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}
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// You take ${$s2/3}% reduced damage
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float damageReductionPct = effect1.GetAmount() / 3;
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float damageReductionPct = (float)effect1.GetAmount() / 3;
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// plus a random amount of up to ${$s2/3}% additional reduced damage
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damageReductionPct += RandomHelper.FRand(0.0f, damageReductionPct);
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