Continuation of commit 1f1735ad0c81a6740a6345c0b7ae1c5d195628c6
Just some minor cleanup stuff. This commit should finally be complete.
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@ -841,7 +841,6 @@ bool AuctionBotBuyer::IsBuyableEntry(uint32 buyoutPrice, double InGame_BuyPrice,
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bool AuctionBotBuyer::IsBidableEntry(uint32 bidPrice, double InGame_BuyPrice, double MaxBidablePrice, uint32 MinBidPrice, uint32 MaxChance, uint32 ChanceRatio)
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{
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double ratio = 0;
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uint32 Chance = 0;
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if (bidPrice <= MinBidPrice)
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@ -852,7 +851,7 @@ bool AuctionBotBuyer::IsBidableEntry(uint32 bidPrice, double InGame_BuyPrice, do
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{
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if (bidPrice < MaxBidablePrice)
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{
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ratio = MaxBidablePrice / bidPrice;
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double ratio = MaxBidablePrice / bidPrice;
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if (ratio < 3)
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{ Chance = ((MaxChance / 500) * ratio); }
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else
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@ -866,7 +865,7 @@ bool AuctionBotBuyer::IsBidableEntry(uint32 bidPrice, double InGame_BuyPrice, do
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{
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if (bidPrice < MaxBidablePrice)
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{
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ratio = MaxBidablePrice / bidPrice;
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double ratio = MaxBidablePrice / bidPrice;
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if (ratio < 4)
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{ Chance = ((MaxChance / 1000) * ratio); }
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else
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@ -2336,14 +2336,11 @@ bool Map::GetReachableRandomPointOnGround(float& x, float& y, float& z, float ra
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// Get random point by handling different situation depending of if the unit is flying/swimming/walking
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bool Map::GetReachableRandomPosition(Unit* unit, float& x, float& y, float& z, float radius)
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{
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float i_x = x;
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float i_y = y;
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float i_z = z;
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bool newDestAssigned = false; // used to check if new random destination is found
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bool isFlying = false;
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bool isFlying;
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bool isSwimming = true;
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switch (unit->GetTypeId())
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{
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@ -2365,7 +2362,8 @@ bool Map::GetReachableRandomPosition(Unit* unit, float& x, float& y, float& z, f
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return false;
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}
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if (isFlying)
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bool newDestAssigned;
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if (isFlying)
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{
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newDestAssigned = GetRandomPointInTheAir(i_x, i_y, i_z, radius);
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}
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@ -300,7 +300,6 @@ namespace VMAP
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//=================================================================
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bool TileAssembler::convertRawFile(const std::string& pModelFilename, const char *RAW_VMAP_MAGIC)
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{
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bool success = true;
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std::string filename = iSrcDir;
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if (filename.length() > 0)
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{ filename.append("/"); }
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@ -329,9 +328,7 @@ namespace VMAP
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model.SetGroupModels(groupsArray);
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}
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success = model.WriteFile(iDestDir + "/" + pModelFilename + ".vmo");
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return success;
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return model.WriteFile(iDestDir + "/" + pModelFilename + ".vmo");
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}
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void TileAssembler::exportGameobjectModels(const char *RAW_VMAP_MAGIC)
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