fix(Core/Dual Spawning) Change rand to roll_chance_f (#10130)
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@@ -1613,7 +1613,7 @@ bool Creature::LoadCreatureFromDB(ObjectGuid::LowType spawnId, Map* map, bool ad
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// Add to world
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// Add to world
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uint32 entry = data->id;
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uint32 entry = data->id;
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if(data->id2)
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if(data->id2)
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entry = (rand() % 100 <= data->chance_id1) ? data->id : data->id2;
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entry = (roll_chance_f(data->chance_id1)) ? data->id : data->id2;
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if (!Create(map->GenerateLowGuid<HighGuid::Unit>(), map, data->phaseMask, entry, 0, data->posX, data->posY, data->posZ, data->orientation, data))
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if (!Create(map->GenerateLowGuid<HighGuid::Unit>(), map, data->phaseMask, entry, 0, data->posX, data->posY, data->posZ, data->orientation, data))
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return false;
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return false;
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@@ -1911,7 +1911,7 @@ void Creature::Respawn(bool force)
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// Respawn check if spawn has 2 entries
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// Respawn check if spawn has 2 entries
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if (data->id2)
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if (data->id2)
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{
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{
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uint32 entry = (rand() % 100 <= data->chance_id1) ? data->id : data->id2;
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uint32 entry = (roll_chance_f(data->chance_id1)) ? data->id : data->id2;
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UpdateEntry(entry, data, true); // Select Random Entry
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UpdateEntry(entry, data, true); // Select Random Entry
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m_defaultMovementType = MovementGeneratorType(data->movementType); // Reload Movement Type
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m_defaultMovementType = MovementGeneratorType(data->movementType); // Reload Movement Type
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LoadEquipment(data->equipmentId); // Reload Equipment
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LoadEquipment(data->equipmentId); // Reload Equipment
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