[6975] Fixed spell damage calculation for negative EffectDieSides.

Thanks to NoFantasy for testing.

Also small code style apply to random generation functions.
This commit is contained in:
VladimirMangos 2008-12-29 22:55:03 +03:00
parent 02cc37bcd0
commit c5976f93da
3 changed files with 11 additions and 8 deletions

View file

@ -34,27 +34,27 @@ static MTRandTSS mtRand;
int32 irand (int32 min, int32 max)
{
return int32 (mtRand.get ().randInt (max - min)) + min;
return int32 (mtRand.get ().randInt (max - min)) + min;
}
uint32 urand (uint32 min, uint32 max)
{
return mtRand.get ().randInt (max - min) + min;
return mtRand.get ().randInt (max - min) + min;
}
int32 rand32 ()
{
return mtRand.get ().randInt ();
return mtRand.get ().randInt ();
}
double rand_norm(void)
{
return mtRand.get ().randExc ();
return mtRand.get ().randExc ();
}
double rand_chance (void)
{
return mtRand.get ().randExc (100.0);
return mtRand.get ().randExc (100.0);
}
Tokens StrSplit(const std::string &src, const std::string &sep)