rendered paste bodyint32 HonorHandler::CalculateHonorPointsForKill(Player *pPlayer, Unit* pVictim){ /*// this sucks.. ;p if(pVictim != pPlayer) { int pts = rand() % 100 + 100; return pts; } return 0;*/ if(pVictim != pPlayer) { uint32 k_level = pPlayer->getLevel(); uint32 v_level = pVictim->getLevel(); uint32 total_kills = pPlayer->m_killsToday; uint32 k_grey = 0; if (k_level > 5 && k_level < 40) { k_grey = k_level - (5 + floor(k_level / 10)); } else { k_grey = k_level - (1 + floor(k_level / 5)); } float f; if(total_kills < 10) f = (10 - (float)total_kills) * 0.1; else f= 0.0; float diff_level = ((float)(v_level-k_grey))/((float)(k_level - k_grey)); if(diff_level > 2) diff_level = 2.0; if(diff_level < 0) diff_level = 0.0; float honor_points = (f * diff_level * 330); honor_points *= ((float)k_level) / 70.0; honor_points *= World::getSingleton().getRate(RATE_HONOR); return honor_points; }}