Core/Unit: fix the 1/10000 chance to miss with 100% chance
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@ -2749,7 +2749,7 @@ SpellMissInfo Unit::MagicSpellHitResult(Unit* victim, SpellInfo const* spell)
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int32 tmp = 10000 - HitChance;
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int32 rand = irand(0, 10000);
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int32 rand = irand(1, 10000); // Needs to be 1 to 10000 to avoid the 1/10000 chance to miss on 100% hit rating
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if (rand < tmp)
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return SPELL_MISS_MISS;
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