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refactor(Core/Creature): Calculate BaseArmor as float (#17448)
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@@ -535,7 +535,7 @@ bool Creature::UpdateEntry(uint32 Entry, const CreatureData* data, bool changele
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SetMeleeDamageSchool(SpellSchools(cInfo->dmgschool));
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CreatureBaseStats const* stats = sObjectMgr->GetCreatureBaseStats(GetLevel(), cInfo->unit_class);
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float armor = (float)stats->GenerateArmor(cInfo); /// @todo: Why is this treated as uint32 when it's a float?
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float armor = stats->GenerateArmor(cInfo);
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SetModifierValue(UNIT_MOD_ARMOR, BASE_VALUE, armor);
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SetModifierValue(UNIT_MOD_RESISTANCE_HOLY, BASE_VALUE, float(cInfo->resistance[SPELL_SCHOOL_HOLY]));
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SetModifierValue(UNIT_MOD_RESISTANCE_FIRE, BASE_VALUE, float(cInfo->resistance[SPELL_SCHOOL_FIRE]));
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