There's no "round" function in MSVC2008.
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@ -321,7 +321,7 @@ bool cEntity::DoTakeDamage(TakeDamageInfo & a_TDI)
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m_World->BroadcastEntityAnimation(*this, 4); // Critical hit
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m_World->BroadcastEntityAnimation(*this, 4); // Critical hit
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}
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}
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Player->GetStatManager().AddValue(statDamageDealt, round(a_TDI.FinalDamage * 10));
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Player->GetStatManager().AddValue(statDamageDealt, (StatValue)floor(a_TDI.FinalDamage * 10 + 0.5));
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}
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}
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m_Health -= (short)a_TDI.FinalDamage;
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m_Health -= (short)a_TDI.FinalDamage;
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@ -838,7 +838,7 @@ bool cPlayer::DoTakeDamage(TakeDamageInfo & a_TDI)
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AddFoodExhaustion(0.3f);
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AddFoodExhaustion(0.3f);
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SendHealth();
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SendHealth();
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m_Stats.AddValue(statDamageTaken, round(a_TDI.FinalDamage * 10));
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m_Stats.AddValue(statDamageTaken, (StatValue)floor(a_TDI.FinalDamage * 10 + 0.5));
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return true;
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return true;
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}
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}
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return false;
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return false;
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@ -1953,7 +1953,7 @@ void cPlayer::HandleFloater()
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void cPlayer::UpdateMovementStats(const Vector3d & a_DeltaPos)
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void cPlayer::UpdateMovementStats(const Vector3d & a_DeltaPos)
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{
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{
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StatValue Value = round(a_DeltaPos.Length() * 100);
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StatValue Value = (StatValue)floor(a_DeltaPos.Length() * 100 + 0.5);
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if (m_AttachedTo == NULL)
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if (m_AttachedTo == NULL)
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{
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{
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@ -1970,7 +1970,7 @@ void cPlayer::UpdateMovementStats(const Vector3d & a_DeltaPos)
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if ((Block == E_BLOCK_LADDER) && (a_DeltaPos.y > 0.0)) // Going up
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if ((Block == E_BLOCK_LADDER) && (a_DeltaPos.y > 0.0)) // Going up
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{
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{
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m_Stats.AddValue(statDistClimbed, round(a_DeltaPos.y * 100));
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m_Stats.AddValue(statDistClimbed, (StatValue)floor(a_DeltaPos.y * 100 + 0.5));
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}
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}
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else
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else
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{
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{
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