mirror of
https://github.com/perfect-dark-pc-port/perfect_dark.git
synced 2026-10-24 00:02:43 +02:00
Merge branch 'port' of https://github.com/fgsfdsfgs/perfect_dark into port-debugger
This commit is contained in:
commit
c45763d47c
55 files changed
+459
-459
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+1
-1
@@ -1604,7 +1604,7 @@ void bgReset(s32 stagenum)
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// Copy 0x40 bytes from a random location in ROM to a random
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// location in RAM. The write address can be anywhere in the
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// boot segment or in the lib segment up to modelRenderNodeDl.
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dmaExec((void *)(PHYS_TO_K0(0x1000) + (random() & 0x1fff8)), random() & 0x1fffe, 0x40);
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dmaExec((void *)(PHYS_TO_K0(0x1000) + (rngRandom() & 0x1fff8)), rngRandom() & 0x1fffe, 0x40);
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}
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}
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#endif
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+7
-7
@@ -299,7 +299,7 @@ struct model *bodyAllocateModel(s32 bodynum, s32 headnum, u32 spawnflags)
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if (spawnflags & SPAWNFLAG_FORCESUNGLASSES) {
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sunglasses = true;
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} else if (spawnflags & SPAWNFLAG_MAYBESUNGLASSES) {
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sunglasses = random() % 2 == 0;
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sunglasses = rngRandom() % 2 == 0;
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}
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if (spawnflags & SPAWNFLAG_FIXEDHEIGHT) {
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@@ -325,7 +325,7 @@ s32 bodyChooseHead(s32 bodynum)
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g_ActiveMaleHeadsIndex = 0;
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}
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} else if (bodynum == BODY_FEM_GUARD) {
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head = g_FemGuardHeads[random() % 3];
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head = g_FemGuardHeads[rngRandom() % 3];
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} else {
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head = g_ActiveFemaleHeads[g_ActiveFemaleHeadsIndex++];
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@@ -493,10 +493,10 @@ void bodyAllocateChr(s32 stagenum, struct packedchr *packed, s32 cmdindex)
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if (packed->tude != 4) {
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chr->tude = packed->tude;
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} else {
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chr->tude = random() % 4;
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chr->tude = rngRandom() % 4;
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}
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chr->voicebox = random() % 3;
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chr->voicebox = rngRandom() % 3;
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if (!g_HeadsAndBodies[chr->bodynum].ismale) {
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chr->voicebox = VOICEBOX_FEMALE;
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@@ -519,7 +519,7 @@ void bodyAllocateChr(s32 stagenum, struct packedchr *packed, s32 cmdindex)
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chr->flags |= CHRFLAG0_AIVSAI;
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}
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if (random() % 5 == 0) {
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if (rngRandom() % 5 == 0) {
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// Make chr punch slower
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chr->flags2 |= CHRFLAG1_ADJUSTPUNCHSPEED;
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}
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@@ -596,8 +596,8 @@ struct prop *bodyAllocateEyespy(struct pad *pad, RoomNum room)
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chr->team = 0;
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chr->squadron = 0;
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chr->maxdamage = 2;
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chr->tude = random() & 3;
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chr->voicebox = random() % 3;
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chr->tude = rngRandom() & 3;
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chr->voicebox = rngRandom() % 3;
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chr->naturalanim = 0;
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chr->myspecial = 0;
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chr->yvisang = 0;
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@@ -26,7 +26,7 @@ void bodiesReset(s32 stagenum)
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g_HeadsAndBodies[i].modeldef = NULL;
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}
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var80062c80 = random() % g_NumBondBodies;
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var80062c80 = rngRandom() % g_NumBondBodies;
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var80062b14 = 0;
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var80062b18 = 0;
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@@ -67,7 +67,7 @@ void bodiesReset(s32 stagenum)
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for (i = 0; i < g_NumActiveHeadsPerGender; i++) {
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do {
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done = true;
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g_ActiveMaleHeads[i] = headsavailablelist[random() % headsavailablelen];
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g_ActiveMaleHeads[i] = headsavailablelist[rngRandom() % headsavailablelen];
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if (headsavailablelen > g_NumActiveHeadsPerGender) {
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for (j = 0; j < i; j++) {
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@@ -97,7 +97,7 @@ void bodiesReset(s32 stagenum)
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for (i = 0; i < g_NumActiveHeadsPerGender; i++) {
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do {
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done = true;
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g_ActiveFemaleHeads[i] = headsavailablelist[random() % headsavailablelen];
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g_ActiveFemaleHeads[i] = headsavailablelist[rngRandom() % headsavailablelen];
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if (headsavailablelen > g_NumActiveHeadsPerGender) {
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for (j = 0; j < i; j++) {
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+14
-14
@@ -896,7 +896,7 @@ void bgunStartAnimation(struct guncmd *cmd, s32 handnum, struct hand *hand)
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if (cmd->type != GUNCMD_PLAYANIMATION) {
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struct guncmd *loopcmd = cmd;
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s32 done = false;
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u32 rand = random() % 100;
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u32 rand = rngRandom() % 100;
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while (loopcmd->type != GUNCMD_END) {
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if (bgun0f098884(loopcmd, &hand->gset) && !done) {
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@@ -7170,7 +7170,7 @@ void bgunUpdateMagnum(struct hand *hand, s32 handnum, struct modeldef *modeldef,
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if (modeldef != NULL) {
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for (i = 0; i < hand->unk0cc8_04; i++) {
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struct modelnode *node = modelGetPart(modeldef, 0x0a + random() % 6);
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struct modelnode *node = modelGetPart(modeldef, 0x0a + rngRandom() % 6);
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if (node) {
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s32 index = modelFindNodeMtxIndex(node, 0);
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@@ -11214,8 +11214,8 @@ struct sndstate **bgunAllocateAudioHandle(void)
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void bgunPlayPropHitSound(struct gset *gset, struct prop *prop, s32 texturenum)
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{
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#if VERSION >= VERSION_NTSC_1_0
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u32 rand1 = random();
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u32 rand2 = random();
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u32 rand1 = rngRandom();
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u32 rand2 = rngRandom();
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struct sndstate **handle;
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if (g_Vars.lvupdate240 <= 0) {
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@@ -11294,8 +11294,8 @@ void bgunPlayPropHitSound(struct gset *gset, struct prop *prop, s32 texturenum)
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if (texturenum == 10000) {
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soundnum = SFX_SHIELD_DAMAGE;
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} else if (gset->weaponnum == WEAPON_LASER) {
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if (gset->weaponfunc == FUNC_PRIMARY || ((gset->unk063a % 4) == 0 && (random() % 2))) {
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if ((random() % 2) == 0) {
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if (gset->weaponfunc == FUNC_PRIMARY || ((gset->unk063a % 4) == 0 && (rngRandom() % 2))) {
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if ((rngRandom() % 2) == 0) {
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soundnum = SFX_CLOAK_ON;
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} else {
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soundnum = SFX_CLOAK_OFF;
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@@ -11359,8 +11359,8 @@ void bgunPlayPropHitSound(struct gset *gset, struct prop *prop, s32 texturenum)
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}
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}
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#else
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u32 rand1 = random();
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u32 rand2 = random();
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u32 rand1 = rngRandom();
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u32 rand2 = rngRandom();
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struct sndstate **handle;
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if (g_Vars.lvupdate240 <= 0) {
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@@ -11433,7 +11433,7 @@ void bgunPlayPropHitSound(struct gset *gset, struct prop *prop, s32 texturenum)
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soundnum = SFX_SHIELD_DAMAGE;
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} else if (gset->weaponnum == WEAPON_LASER) {
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if (gset->weaponfunc == FUNC_PRIMARY || (gset->unk063a % 8) == 0) {
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if ((random() % 2) == 0) {
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if ((rngRandom() % 2) == 0) {
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soundnum = SFX_CLOAK_ON;
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} else {
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soundnum = SFX_CLOAK_OFF;
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@@ -11511,8 +11511,8 @@ void bgunPlayBgHitSound(struct gset *gset, struct coord *hitpos, s32 texturenum,
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{
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#if VERSION >= VERSION_NTSC_1_0
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struct sndstate **handle;
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u32 rand1 = random();
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u32 rand2 = random();
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u32 rand1 = rngRandom();
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u32 rand2 = rngRandom();
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bool playdefault;
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s16 soundnum;
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bool overridden;
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@@ -11535,7 +11535,7 @@ void bgunPlayBgHitSound(struct gset *gset, struct coord *hitpos, s32 texturenum,
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if (gset->weaponnum == WEAPON_LASER) {
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playdefault = false;
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if (gset->weaponfunc == FUNC_PRIMARY || ((gset->unk063a % 4) == 0 && (random() % 2))) {
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if (gset->weaponfunc == FUNC_PRIMARY || ((gset->unk063a % 4) == 0 && (rngRandom() % 2))) {
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// Laser sounds
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s16 sounds[] = {SFX_CLOAK_ON, SFX_CLOAK_OFF};
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soundnum = sounds[rand1 % ARRAYCOUNT(sounds)];
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@@ -11610,8 +11610,8 @@ void bgunPlayBgHitSound(struct gset *gset, struct coord *hitpos, s32 texturenum,
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}
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#else
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struct sndstate **handle;
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u32 rand1 = random();
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u32 rand2 = random();
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u32 rand1 = rngRandom();
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u32 rand2 = rngRandom();
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s16 soundnum;
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bool overridden;
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+1
-1
@@ -2493,7 +2493,7 @@ void bmoveUpdateHead(f32 arg0, f32 arg1, f32 arg2, Mtxf *arg3, f32 arg4)
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}
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} else {
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if (g_Vars.currentplayer->startnewbonddie) {
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bheadStartDeathAnimation(g_DeathAnimations[random() % g_NumDeathAnimations], random() % 2, 0, 1);
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bheadStartDeathAnimation(g_DeathAnimations[rngRandom() % g_NumDeathAnimations], rngRandom() % 2, 0, 1);
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g_Vars.currentplayer->startnewbonddie = false;
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}
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+11
-11
@@ -335,7 +335,7 @@ Gfx *bviewDrawStatic(Gfx *gdl, u32 arg1, s32 arg2)
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s32 viewheight = viGetViewHeight();
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s32 viewwidth = viGetViewWidth();
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s32 viewleft = viGetViewLeft();
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u16 *fb2 = (u16 *) PHYS_TO_K0(random() & 0xfff00);
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u16 *fb2 = (u16 *) PHYS_TO_K0(rngRandom() & 0xfff00);
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s32 y;
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gDPPipeSync(gdl++);
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@@ -344,7 +344,7 @@ Gfx *bviewDrawStatic(Gfx *gdl, u32 arg1, s32 arg2)
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#ifdef PLATFORM_N64
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for (y = viewtop; y < viewtop + viewheight; y++) {
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gdl = bviewCopyPixels(gdl, fb2, random() % 240, 5, y, 1.0f, viewleft, viewwidth);
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gdl = bviewCopyPixels(gdl, fb2, rngRandom() % 240, 5, y, 1.0f, viewleft, viewwidth);
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}
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#else
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gDPSetCombineLERP(gdl++,
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@@ -468,8 +468,8 @@ Gfx *bviewDrawFilmInterlace(Gfx *gdl, u32 colour, u32 alpha)
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}
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}
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if (random() % 20 == 1) {
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tmpy = random() % 200;
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if (rngRandom() % 20 == 1) {
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tmpy = rngRandom() % 200;
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}
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||||
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gdl = bviewCopyPixels(gdl, fb, tmpy, 5, y, 1, viewleft, viewwidth);
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@@ -490,8 +490,8 @@ Gfx *bviewDrawFilmInterlace(Gfx *gdl, u32 colour, u32 alpha)
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||||
}
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||||
}
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||||
|
||||
if (random() % 20 == 1) {
|
||||
tmpy += random() % 200;
|
||||
if (rngRandom() % 20 == 1) {
|
||||
tmpy += rngRandom() % 200;
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||||
}
|
||||
|
||||
gDPFillRectangle(gdl++, viewleft, tmpy, viewleft + viewwidth, tmpy + 1);
|
||||
@@ -762,9 +762,9 @@ Gfx *bviewDrawFisheye(Gfx *gdl, u32 colour, u32 alpha, s32 shuttertime60, s8 sta
|
||||
|
||||
for (i = viewtop; i < viewtop + viewheight; i++) {
|
||||
if (hit == EYESPYHIT_DAMAGE) {
|
||||
alpha2 = (random() % 120) + 120;
|
||||
alpha2 = (rngRandom() % 120) + 120;
|
||||
colour = 0xff333300 | (alpha2 & 0xff);
|
||||
f22 = ((random() % 32) + (f32) FBALLOC_HEIGHT) * (1.0f / 256.0f);
|
||||
f22 = ((rngRandom() % 32) + (f32) FBALLOC_HEIGHT) * (1.0f / 256.0f);
|
||||
|
||||
gDPSetEnvColorViaWord(gdl++, colour);
|
||||
} else {
|
||||
@@ -2163,7 +2163,7 @@ Gfx *bviewDrawNvLens(Gfx *gdl)
|
||||
u8 green;
|
||||
|
||||
if (((var8007f878 & 1) != (y & 1)) != 0) {
|
||||
u8 tmp = random() % 12;
|
||||
u8 tmp = rngRandom() % 12;
|
||||
green = 0xff - tmp;
|
||||
} else {
|
||||
green = 0x94;
|
||||
@@ -2181,7 +2181,7 @@ Gfx *bviewDrawNvLens(Gfx *gdl)
|
||||
u8 green;
|
||||
|
||||
if (((var8007f878 & 1) != (y & 1)) != 0) {
|
||||
u8 tmp = random() % 12;
|
||||
u8 tmp = rngRandom() % 12;
|
||||
green = 0xff - tmp;
|
||||
} else {
|
||||
green = 0x94;
|
||||
@@ -2363,7 +2363,7 @@ Gfx *bviewDrawIrLens(Gfx *gdl)
|
||||
}
|
||||
#endif
|
||||
|
||||
red += random() % 8;
|
||||
red += rngRandom() % 8;
|
||||
|
||||
if (red > 255) {
|
||||
red = 255;
|
||||
|
||||
+1
-1
@@ -1070,7 +1070,7 @@ void bwalkUpdateVertical(void)
|
||||
SFX_JO_LANDING_05B7
|
||||
};
|
||||
|
||||
psCreate(NULL, g_Vars.currentplayer->prop, sounds[random() % 3],
|
||||
psCreate(NULL, g_Vars.currentplayer->prop, sounds[rngRandom() % 3],
|
||||
-1, -1, PSFLAG_0400 | PSFLAG_IGNOREROOMS, 0, PSTYPE_NONE, 0, -1, NULL, -1, -1, -1, -1);
|
||||
}
|
||||
}
|
||||
|
||||
+40
-40
@@ -185,13 +185,13 @@ void botReset(struct chrdata *chr, u8 respawning)
|
||||
|
||||
aibot->waypoints[0] = NULL;
|
||||
aibot->numwaystepstotarget = 0;
|
||||
aibot->random1 = random();
|
||||
aibot->random1 = rngRandom();
|
||||
aibot->random1ttl60 = 0;
|
||||
aibot->targetcloaktimer60 = 0;
|
||||
aibot->canseecloaked = 0;
|
||||
aibot->rcpcloaktimer60 = 0;
|
||||
aibot->random2ttl60 = 0;
|
||||
aibot->random2 = random();
|
||||
aibot->random2 = rngRandom();
|
||||
aibot->randomfrac = RANDOMFRAC();
|
||||
aibot->cheap = 0;
|
||||
|
||||
@@ -1417,8 +1417,8 @@ void bot0f192a74(struct chrdata *chr)
|
||||
aibot->random3ttl60 -= g_Vars.lvupdate60;
|
||||
|
||||
if (aibot->random3ttl60 <= 0) {
|
||||
aibot->random3 = random();
|
||||
aibot->random3ttl60 = TICKS(20) + random() % TICKS(20);
|
||||
aibot->random3 = rngRandom();
|
||||
aibot->random3ttl60 = TICKS(20) + rngRandom() % TICKS(20);
|
||||
}
|
||||
|
||||
if (g_Vars.lvupdate240 > 0) {
|
||||
@@ -1559,7 +1559,7 @@ void botChooseGeneralTarget(struct chrdata *botchr)
|
||||
// However, the usage of canseecloaked appears to be botched.
|
||||
// It is implemented in botIsTargetInvisible, but that function is not
|
||||
// called here while canseecloaked is true.
|
||||
if (random() % TICKS(4 * 60 * 60) < g_MpNumChrs * g_Vars.lvupdate60) {
|
||||
if (rngRandom() % TICKS(4 * 60 * 60) < g_MpNumChrs * g_Vars.lvupdate60) {
|
||||
aibot->canseecloaked = true;
|
||||
}
|
||||
|
||||
@@ -1754,7 +1754,7 @@ s32 botFindTeammateToFollow(struct chrdata *chr, f32 range)
|
||||
|
||||
if ((g_MpSetup.options & MPOPTION_TEAMSENABLED)
|
||||
&& chr->myaction != MA_AIBOTFOLLOW
|
||||
&& (random() % 100) < chr->aibot->followchance) {
|
||||
&& (rngRandom() % 100) < chr->aibot->followchance) {
|
||||
f32 closestdistance = 0;
|
||||
s32 closestplayernum = -1;
|
||||
s32 i;
|
||||
@@ -1892,8 +1892,8 @@ struct prop *botFindPickup(struct chrdata *chr, s32 criteria)
|
||||
|
||||
for (i = 0; i < ARRAYCOUNT(weaponnums); i++) {
|
||||
if (weaponnums[i] > WEAPON_UNARMED && weaponnums[i] == weapon->weaponnum) {
|
||||
if (random() % 16) {
|
||||
if (weapproplist[i] == NULL || sqdist1 < weapdistlist[i] || random() % 16 == 0) {
|
||||
if (rngRandom() % 16) {
|
||||
if (weapproplist[i] == NULL || sqdist1 < weapdistlist[i] || rngRandom() % 16 == 0) {
|
||||
weapproplist[i] = prop;
|
||||
weapdistlist[i] = sqdist1;
|
||||
}
|
||||
@@ -1904,8 +1904,8 @@ struct prop *botFindPickup(struct chrdata *chr, s32 criteria)
|
||||
|
||||
ammotype = botactGetAmmoTypeByFunction(weapon->weaponnum, FUNC_PRIMARY);
|
||||
|
||||
if (ammotype > 0 && random() % 16) {
|
||||
if (ammoproplist[ammotype] == NULL || sqdist1 < ammodistlist[ammotype] || random() % 16 == 0) {
|
||||
if (ammotype > 0 && rngRandom() % 16) {
|
||||
if (ammoproplist[ammotype] == NULL || sqdist1 < ammodistlist[ammotype] || rngRandom() % 16 == 0) {
|
||||
ammoproplist[ammotype] = prop;
|
||||
ammodistlist[ammotype] = sqdist1;
|
||||
}
|
||||
@@ -1928,8 +1928,8 @@ struct prop *botFindPickup(struct chrdata *chr, s32 criteria)
|
||||
if (weaponnum > 0) {
|
||||
for (j = 0; j < ARRAYCOUNT(weaponnums); j++) {
|
||||
if (weaponnums[j] > WEAPON_UNARMED && weaponnum == weaponnums[j]) {
|
||||
if (random() % 16) {
|
||||
if (weapproplist[j] == NULL || sqdist2 < weapdistlist[j] || random() % 16 == 0) {
|
||||
if (rngRandom() % 16) {
|
||||
if (weapproplist[j] == NULL || sqdist2 < weapdistlist[j] || rngRandom() % 16 == 0) {
|
||||
weapproplist[j] = prop;
|
||||
weapdistlist[j] = sqdist2;
|
||||
}
|
||||
@@ -1939,8 +1939,8 @@ struct prop *botFindPickup(struct chrdata *chr, s32 criteria)
|
||||
}
|
||||
}
|
||||
|
||||
if (random() % 16) {
|
||||
if (ammoproplist[ammotype] == NULL || sqdist2 < ammodistlist[ammotype] || random() % 16 == 0) {
|
||||
if (rngRandom() % 16) {
|
||||
if (ammoproplist[ammotype] == NULL || sqdist2 < ammodistlist[ammotype] || rngRandom() % 16 == 0) {
|
||||
ammoproplist[ammotype] = prop;
|
||||
ammodistlist[ammotype] = sqdist2;
|
||||
}
|
||||
@@ -1952,11 +1952,11 @@ struct prop *botFindPickup(struct chrdata *chr, s32 criteria)
|
||||
if (weaponnums[i] == WEAPON_MPSHIELD) {
|
||||
sqdist2 = chrGetSquaredDistanceToCoord(chr, &prop->pos);
|
||||
|
||||
if (random() % 16 == 0) {
|
||||
if (rngRandom() % 16 == 0) {
|
||||
break;
|
||||
}
|
||||
|
||||
if (weapproplist[i] == NULL || sqdist2 < weapdistlist[i] || random() % 16 == 0) {
|
||||
if (weapproplist[i] == NULL || sqdist2 < weapdistlist[i] || rngRandom() % 16 == 0) {
|
||||
weapproplist[i] = prop;
|
||||
weapdistlist[i] = sqdist2;
|
||||
}
|
||||
@@ -2407,8 +2407,8 @@ void botTickUnpaused(struct chrdata *chr)
|
||||
aibot->random2ttl60 -= g_Vars.lvupdate60;
|
||||
|
||||
if (aibot->random2ttl60 < 0) {
|
||||
aibot->random2ttl60 = TICKS(1800) + random() % TICKS(60 * 240);
|
||||
aibot->random2 = random();
|
||||
aibot->random2ttl60 = TICKS(1800) + rngRandom() % TICKS(60 * 240);
|
||||
aibot->random2 = rngRandom();
|
||||
aibot->randomfrac = RANDOMFRAC();
|
||||
}
|
||||
|
||||
@@ -2539,7 +2539,7 @@ void botTickUnpaused(struct chrdata *chr)
|
||||
if (g_MpSetup.scenario == MPSCENARIO_HOLDTHEBRIEFCASE) {
|
||||
s32 numgetting = botGetCountInTeamDoingCommand(chr, AIBOTCMD_GETCASE2, false);
|
||||
|
||||
if (numgetting <= 0 || (numgetting < (teamsize + 1) / 2 || random() % 100 < 66)) {
|
||||
if (numgetting <= 0 || (numgetting < (teamsize + 1) / 2 || rngRandom() % 100 < 66)) {
|
||||
botApplyScenarioCommand(chr, AIBOTCMD_GETCASE2);
|
||||
} else {
|
||||
botApplyScenarioCommand(chr, AIBOTCMD_NORMAL);
|
||||
@@ -2547,7 +2547,7 @@ void botTickUnpaused(struct chrdata *chr)
|
||||
} else if (g_MpSetup.scenario == MPSCENARIO_HACKERCENTRAL) {
|
||||
s32 numbots = botGetCountInTeamDoingCommand(chr, AIBOTCMD_DOWNLOAD, false);
|
||||
|
||||
if (aibot->hasuplink || numbots <= 0 || (numbots < (teamsize + 1) / 2 || random() % 100 < 50)) {
|
||||
if (aibot->hasuplink || numbots <= 0 || (numbots < (teamsize + 1) / 2 || rngRandom() % 100 < 50)) {
|
||||
botApplyScenarioCommand(chr, AIBOTCMD_DOWNLOAD);
|
||||
} else {
|
||||
botApplyScenarioCommand(chr, AIBOTCMD_NORMAL);
|
||||
@@ -2555,7 +2555,7 @@ void botTickUnpaused(struct chrdata *chr)
|
||||
} else if (g_MpSetup.scenario == MPSCENARIO_POPACAP) {
|
||||
s32 numchasing = botGetCountInTeamDoingCommand(chr, AIBOTCMD_POPCAP, false);
|
||||
|
||||
if (numchasing <= 0 || numchasing < (teamsize + 1) / 2 || random() % 100 < 50) {
|
||||
if (numchasing <= 0 || numchasing < (teamsize + 1) / 2 || rngRandom() % 100 < 50) {
|
||||
botApplyScenarioCommand(chr, AIBOTCMD_POPCAP);
|
||||
} else {
|
||||
botApplyScenarioCommand(chr, AIBOTCMD_NORMAL);
|
||||
@@ -2571,7 +2571,7 @@ void botTickUnpaused(struct chrdata *chr)
|
||||
if (numinhill <= 0 || numinhill < teamsize / 2) {
|
||||
botApplyScenarioCommand(chr, AIBOTCMD_HOLDHILL);
|
||||
} else if (numinhill > botGetNumOpponentsInHill(chr)) {
|
||||
if (random() % 100 < 50) {
|
||||
if (rngRandom() % 100 < 50) {
|
||||
botApplyScenarioCommand(chr, AIBOTCMD_DEFHILL);
|
||||
} else {
|
||||
botApplyScenarioCommand(chr, AIBOTCMD_NORMAL);
|
||||
@@ -2587,13 +2587,13 @@ void botTickUnpaused(struct chrdata *chr)
|
||||
if (botShouldReturnCtcToken(chr)) {
|
||||
botApplyScenarioCommand(chr, AIBOTCMD_GETCASE);
|
||||
} else if (botIsChrsCtcTokenHeld(chr)) {
|
||||
if (random() % 100 < 30) {
|
||||
if (rngRandom() % 100 < 30) {
|
||||
botApplyScenarioCommand(chr, AIBOTCMD_GETCASE);
|
||||
} else {
|
||||
botApplyScenarioCommand(chr, AIBOTCMD_SAVECASE);
|
||||
}
|
||||
} else {
|
||||
if (random() % 100 < 70 || numgetting <= 0) {
|
||||
if (rngRandom() % 100 < 70 || numgetting <= 0) {
|
||||
botApplyScenarioCommand(chr, AIBOTCMD_GETCASE);
|
||||
} else {
|
||||
botApplyScenarioCommand(chr, AIBOTCMD_SAVECASE);
|
||||
@@ -2607,7 +2607,7 @@ void botTickUnpaused(struct chrdata *chr)
|
||||
if (botShouldReturnCtcToken(chr)) {
|
||||
botApplyScenarioCommand(chr, AIBOTCMD_GETCASE);
|
||||
} else if (botIsChrsCtcTokenHeld(chr)) {
|
||||
if (numsaving <= 0 || random() % 100 < 70) {
|
||||
if (numsaving <= 0 || rngRandom() % 100 < 70) {
|
||||
botApplyScenarioCommand(chr, AIBOTCMD_SAVECASE);
|
||||
} else {
|
||||
botApplyScenarioCommand(chr, AIBOTCMD_GETCASE);
|
||||
@@ -2616,9 +2616,9 @@ void botTickUnpaused(struct chrdata *chr)
|
||||
botApplyScenarioCommand(chr, AIBOTCMD_GETCASE);
|
||||
} else if (numsaving <= 0 || numsaving < teamsize / 4) {
|
||||
botApplyScenarioCommand(chr, AIBOTCMD_SAVECASE);
|
||||
} else if (random() % 100 < 30) {
|
||||
} else if (rngRandom() % 100 < 30) {
|
||||
botApplyScenarioCommand(chr, AIBOTCMD_GETCASE);
|
||||
} else if (random() % 100 < 30) {
|
||||
} else if (rngRandom() % 100 < 30) {
|
||||
botApplyScenarioCommand(chr, AIBOTCMD_SAVECASE);
|
||||
} else {
|
||||
botApplyScenarioCommand(chr, AIBOTCMD_NORMAL);
|
||||
@@ -2627,7 +2627,7 @@ void botTickUnpaused(struct chrdata *chr)
|
||||
}
|
||||
|
||||
// Consider changing command in 20 to 60 seconds
|
||||
aibot->commandtimer60 = TICKS(1200) + random() % TICKS(2400);
|
||||
aibot->commandtimer60 = TICKS(1200) + rngRandom() % TICKS(2400);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -2724,7 +2724,7 @@ void botTickUnpaused(struct chrdata *chr)
|
||||
s32 index;
|
||||
s32 i;
|
||||
|
||||
index = random() % numtokens;
|
||||
index = rngRandom() % numtokens;
|
||||
|
||||
i = (index + 1) % numtokens;
|
||||
|
||||
@@ -2752,7 +2752,7 @@ void botTickUnpaused(struct chrdata *chr)
|
||||
aibot->gotoprop = tokens[index];
|
||||
} else if (botCanFollow(chr, tokens[index]->chr)) {
|
||||
newaction = MA_AIBOTFOLLOW;
|
||||
aibot->canbreakfollow = random() % 4 == 0;
|
||||
aibot->canbreakfollow = rngRandom() % 4 == 0;
|
||||
aibot->followingplayernum = mpPlayerGetIndex(tokens[index]->chr);
|
||||
}
|
||||
}
|
||||
@@ -2770,7 +2770,7 @@ void botTickUnpaused(struct chrdata *chr)
|
||||
// Held by a teammate - follow/protect them
|
||||
if (botCanFollow(chr, tokenchr)) {
|
||||
newaction = MA_AIBOTFOLLOW;
|
||||
aibot->canbreakfollow = random() % 4 == 0;
|
||||
aibot->canbreakfollow = rngRandom() % 4 == 0;
|
||||
aibot->followingplayernum = mpPlayerGetIndex(tokenchr);
|
||||
}
|
||||
} else {
|
||||
@@ -2860,7 +2860,7 @@ void botTickUnpaused(struct chrdata *chr)
|
||||
// Uplink is held by teammate - protect them
|
||||
if (botCanFollow(chr, uplinkchr)) {
|
||||
newaction = MA_AIBOTFOLLOW;
|
||||
aibot->canbreakfollow = random() % 4 == 0;
|
||||
aibot->canbreakfollow = rngRandom() % 4 == 0;
|
||||
aibot->followingplayernum = mpPlayerGetIndex(uplinkchr);
|
||||
}
|
||||
} else {
|
||||
@@ -2891,7 +2891,7 @@ void botTickUnpaused(struct chrdata *chr)
|
||||
// Briefcase is held by teammate - protect them
|
||||
if (botCanFollow(chr, tokenchr)) {
|
||||
newaction = MA_AIBOTFOLLOW;
|
||||
aibot->canbreakfollow = random() % 4 == 0;
|
||||
aibot->canbreakfollow = rngRandom() % 4 == 0;
|
||||
aibot->followingplayernum = mpPlayerGetIndex(tokenchr);
|
||||
}
|
||||
} else if (!botIsTargetInvisible(chr, tokenchr) && botPassesCowardCheck(chr, tokenchr)) {
|
||||
@@ -2919,7 +2919,7 @@ void botTickUnpaused(struct chrdata *chr)
|
||||
// Victim is a teammate - protect them
|
||||
if (botCanFollow(chr, victimchr)) {
|
||||
newaction = MA_AIBOTFOLLOW;
|
||||
aibot->canbreakfollow = random() % 4 == 0;
|
||||
aibot->canbreakfollow = rngRandom() % 4 == 0;
|
||||
aibot->followingplayernum = mpPlayerGetIndex(victimchr);
|
||||
}
|
||||
} else {
|
||||
@@ -2944,13 +2944,13 @@ void botTickUnpaused(struct chrdata *chr)
|
||||
// Current bot has the briefcase - follow a teammate for protection
|
||||
s32 playernum = -1;
|
||||
|
||||
if (random() % 100 < 66) {
|
||||
if (rngRandom() % 100 < 66) {
|
||||
playernum = botFindTeammateToFollow(chr, 100000);
|
||||
}
|
||||
|
||||
if (playernum >= 0) {
|
||||
newaction = MA_AIBOTFOLLOW;
|
||||
aibot->canbreakfollow = random() % 4 == 0;
|
||||
aibot->canbreakfollow = rngRandom() % 4 == 0;
|
||||
aibot->followingplayernum = playernum;
|
||||
}
|
||||
}
|
||||
@@ -2962,13 +2962,13 @@ void botTickUnpaused(struct chrdata *chr)
|
||||
// Current bot is the victim - follow a teammate for protection
|
||||
s32 playernum = -1;
|
||||
|
||||
if (random() % 100 < 66) {
|
||||
if (rngRandom() % 100 < 66) {
|
||||
playernum = botFindTeammateToFollow(chr, 100000);
|
||||
}
|
||||
|
||||
if (playernum >= 0) {
|
||||
newaction = MA_AIBOTFOLLOW;
|
||||
aibot->canbreakfollow = random() % 4 == 0;
|
||||
aibot->canbreakfollow = rngRandom() % 4 == 0;
|
||||
aibot->followingplayernum = playernum;
|
||||
}
|
||||
}
|
||||
@@ -3095,7 +3095,7 @@ void botTickUnpaused(struct chrdata *chr)
|
||||
|
||||
if (playernum >= 0) {
|
||||
newaction = MA_AIBOTFOLLOW;
|
||||
aibot->canbreakfollow = random() % 4 == 0;
|
||||
aibot->canbreakfollow = rngRandom() % 4 == 0;
|
||||
aibot->followingplayernum = playernum;
|
||||
}
|
||||
}
|
||||
@@ -3435,7 +3435,7 @@ void botTickUnpaused(struct chrdata *chr)
|
||||
aibot->punchtimer60[0] = TICKS(30);
|
||||
}
|
||||
|
||||
if (random() % 3 == 0) {
|
||||
if (rngRandom() % 3 == 0) {
|
||||
aibot->punchtimer60[1] = aibot->punchtimer60[0] - TICKS(20);
|
||||
}
|
||||
break;
|
||||
|
||||
+1
-1
@@ -223,7 +223,7 @@ bool botactShootFarsight(struct chrdata *chr, s32 arg1, struct coord *vector, st
|
||||
aibot = chr->aibot;
|
||||
|
||||
if (aibot->weaponnum == WEAPON_FARSIGHT) {
|
||||
rand = random() % 100;
|
||||
rand = rngRandom() % 100;
|
||||
|
||||
// 3 in 10 chance of this passing
|
||||
if (rand < 30) {
|
||||
|
||||
+1
-1
@@ -149,7 +149,7 @@ void botcmdTickDistMode(struct chrdata *chr)
|
||||
if (!insight) {
|
||||
newmode = BOTDISTMODE_ADVANCE;
|
||||
aibot->distoverrideprop = targetprop;
|
||||
aibot->distoverridetimer60 = TICKS(20) + (random() % TICKS(120));
|
||||
aibot->distoverridetimer60 = TICKS(20) + (rngRandom() % TICKS(120));
|
||||
} else if (aibot->distoverrideprop) {
|
||||
if (g_Vars.lvupdate60 < aibot->distoverridetimer60) {
|
||||
aibot->distoverridetimer60 -= g_Vars.lvupdate60;
|
||||
|
||||
+7
-7
@@ -904,7 +904,7 @@ void botinvTick(struct chrdata *chr)
|
||||
aibot->dampensuicidesttl60 -= g_Vars.lvupdate60;
|
||||
|
||||
if (aibot->dampensuicidesttl60 < 0) {
|
||||
aibot->dampensuicidesttl60 = TICKS(3600) + random() % TICKS(60);
|
||||
aibot->dampensuicidesttl60 = TICKS(3600) + rngRandom() % TICKS(60);
|
||||
|
||||
for (i = 0; i < ARRAYCOUNT(aibot->suicidesbygunfunc); i++) {
|
||||
aibot->suicidesbygunfunc[i][0] *= 0.9f;
|
||||
@@ -916,15 +916,15 @@ void botinvTick(struct chrdata *chr)
|
||||
aibot->equipextrascorestimer60 -= g_Vars.lvupdate60;
|
||||
|
||||
if (aibot->equipextrascorestimer60 < 0) {
|
||||
aibot->equipextrascorestimer60 = TICKS(600) + random() % TICKS(3000);
|
||||
aibot->equipextrascorestimer60 = TICKS(600) + rngRandom() % TICKS(3000);
|
||||
|
||||
for (i = 0; i < ARRAYCOUNT(aibot->equipextrascores); i++) {
|
||||
if (aibot->config->difficulty == BOTDIFF_MEAT) {
|
||||
aibot->equipextrascores[i] = random() % 200 - 100; // -100 to +100
|
||||
aibot->equipextrascores[i] = rngRandom() % 200 - 100; // -100 to +100
|
||||
} else if (aibot->config->difficulty == BOTDIFF_EASY) {
|
||||
aibot->equipextrascores[i] = random() % 100 - 50; // -50 to +50
|
||||
aibot->equipextrascores[i] = rngRandom() % 100 - 50; // -50 to +50
|
||||
} else {
|
||||
aibot->equipextrascores[i] = random() % 30 - 15; // -15 to +15
|
||||
aibot->equipextrascores[i] = rngRandom() % 30 - 15; // -15 to +15
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -934,8 +934,8 @@ void botinvTick(struct chrdata *chr)
|
||||
aibot->random1ttl60 -= g_Vars.lvupdate60;
|
||||
|
||||
if (aibot->random1ttl60 < 0) {
|
||||
aibot->random1ttl60 = TICKS(120) + random() % TICKS(600);
|
||||
aibot->random1 = random();
|
||||
aibot->random1ttl60 = TICKS(120) + rngRandom() % TICKS(600);
|
||||
aibot->random1 = rngRandom();
|
||||
}
|
||||
|
||||
if (aibot->cyclonedischarging[HAND_LEFT] == 0
|
||||
|
||||
+3
-3
@@ -85,7 +85,7 @@ void botmgrAllocateBot(s32 chrnum, s32 aibotnum)
|
||||
|
||||
if (aibot != NULL) {
|
||||
chr->tude = 0;
|
||||
chr->voicebox = random() % 3;
|
||||
chr->voicebox = rngRandom() % 3;
|
||||
|
||||
if (g_HeadsAndBodies[chr->bodynum].ismale == false) {
|
||||
chr->voicebox = VOICEBOX_FEMALE;
|
||||
@@ -235,7 +235,7 @@ void botmgrAllocateBot(s32 chrnum, s32 aibotnum)
|
||||
aibot->realignangleframe = -1;
|
||||
aibot->waypoints[0] = NULL;
|
||||
aibot->numwaystepstotarget = 0;
|
||||
aibot->random1 = random();
|
||||
aibot->random1 = rngRandom();
|
||||
aibot->random1ttl60 = 0;
|
||||
|
||||
for (i = 0; i < ARRAYCOUNT(aibot->killsbygunfunc); i++) {
|
||||
@@ -258,7 +258,7 @@ void botmgrAllocateBot(s32 chrnum, s32 aibotnum)
|
||||
aibot->canseecloaked = false;
|
||||
|
||||
aibot->random2ttl60 = 0;
|
||||
aibot->random2 = random();
|
||||
aibot->random2 = rngRandom();
|
||||
aibot->randomfrac = RANDOMFRAC();
|
||||
aibot->cheap = false;
|
||||
#if VERSION >= VERSION_NTSC_1_0
|
||||
|
||||
+1
-1
@@ -135,7 +135,7 @@ bool botroomFindPos(RoomNum room, struct coord *pos, f32 *angleptr, s32 *padnump
|
||||
return false;
|
||||
}
|
||||
|
||||
i = random() % totalcount;
|
||||
i = rngRandom() % totalcount;
|
||||
|
||||
if (i < covercount) {
|
||||
coverUnpack(covernums[i], &cover);
|
||||
|
||||
+5
-5
@@ -317,7 +317,7 @@ void func0f149f18(void)
|
||||
|
||||
if (var800a45a0->unk470) {
|
||||
for (i = 0; i < 0x4000; i++) {
|
||||
var800a45a0->unk470[i] = random() % 255;
|
||||
var800a45a0->unk470[i] = rngRandom() % 255;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1066,13 +1066,13 @@ void func0f14b394(struct var8007f8e0 *arg0)
|
||||
size = align32(func0f14c814(&arg0->unk004));
|
||||
|
||||
for (i = 0; i < size; i++) {
|
||||
arg0->unk004.textureptr[i] = random() % 0xff;
|
||||
arg0->unk004.textureptr[i] = rngRandom() % 0xff;
|
||||
}
|
||||
|
||||
size = align32(func0f14c814(&arg0->unk010));
|
||||
|
||||
for (i = 0; i < size; i++) {
|
||||
arg0->unk010.textureptr[i] = random() % 0xff;
|
||||
arg0->unk010.textureptr[i] = rngRandom() % 0xff;
|
||||
}
|
||||
|
||||
func0f14b228(arg0);
|
||||
@@ -2358,7 +2358,7 @@ void func0f14e7e0(u8 *arg0)
|
||||
|
||||
for (i = 0; i < 128; i++) {
|
||||
for (j = 0; j < 128; j++) {
|
||||
arg0[i * 128 + j] = random() % 255;
|
||||
arg0[i * 128 + j] = rngRandom() % 255;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -3151,7 +3151,7 @@ bool func0f15015c(s8 device, s32 filenum, u8 *arg2)
|
||||
s32 size = 128;
|
||||
|
||||
for (i = 0; i < size; i++) {
|
||||
arg2[i] = random();
|
||||
arg2[i] = rngRandom();
|
||||
}
|
||||
|
||||
return true;
|
||||
|
||||
+11
-11
@@ -1214,7 +1214,7 @@ void chrInit(struct prop *prop, u8 *ailist)
|
||||
chr->cmnum2 = 0;
|
||||
chr->cmnum3 = 0;
|
||||
chr->cmnum4 = 0;
|
||||
chr->cmcount = random() % 300;
|
||||
chr->cmcount = rngRandom() % 300;
|
||||
chr->footstep = 0;
|
||||
chr->magicanim = -1;
|
||||
chr->cover = -1;
|
||||
@@ -1281,7 +1281,7 @@ void chrInit(struct prop *prop, u8 *ailist)
|
||||
chr->p1p2 = g_Vars.bondplayernum;
|
||||
chr->lastattacker = NULL;
|
||||
chr->race = RACE_HUMAN;
|
||||
chr->aimtesttimer60 = random() % TICKS(30);
|
||||
chr->aimtesttimer60 = rngRandom() % TICKS(30);
|
||||
chr->lastfootsample = 0;
|
||||
chr->poisoncounter = 0;
|
||||
chr->poisonprop = NULL;
|
||||
@@ -1520,7 +1520,7 @@ void chrFlinchBody(struct chrdata *chr)
|
||||
if (chr->actiontype != ACT_DEAD && chr->flinchcnt < 0) {
|
||||
chr->flinchcnt = 1;
|
||||
chr->hidden2 &= 0x0fff;
|
||||
chr->hidden2 |= (u16)(random() << 13);
|
||||
chr->hidden2 |= (u16)(rngRandom() << 13);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -3681,7 +3681,7 @@ void chrEmitSparks(struct chrdata *chr, struct prop *prop, s32 hitpart, struct c
|
||||
return;
|
||||
}
|
||||
|
||||
if ((random() & 4) == 0) {
|
||||
if ((rngRandom() & 4) == 0) {
|
||||
struct coord coord3;
|
||||
coord3.x = coord2->x * 42.0f + coord->x;
|
||||
coord3.y = coord2->y * 42.0f + coord->y;
|
||||
@@ -3710,7 +3710,7 @@ void chr0f0260c4(struct model *model, s32 hitpart, struct modelnode *node, struc
|
||||
struct coord spd4;
|
||||
struct coord spc8;
|
||||
s32 spbc[3];
|
||||
s32 alpha = 20 + (random() % 50);
|
||||
s32 alpha = 20 + (rngRandom() % 50);
|
||||
struct modelrodata_dl *rodata;
|
||||
struct modelrwdata_dl *rwdata;
|
||||
s32 spac = 0;
|
||||
@@ -3995,7 +3995,7 @@ void chrBruise(struct model *model, s32 hitpart, struct modelnode *node, struct
|
||||
struct coord spd4;
|
||||
struct coord spc8;
|
||||
s32 spbc[3];
|
||||
s32 alpha = 20 + (random() % 50);
|
||||
s32 alpha = 20 + (rngRandom() % 50);
|
||||
struct modelrodata_dl *rodata;
|
||||
struct modelrwdata_dl *rwdata;
|
||||
s32 spac = 0;
|
||||
@@ -4310,7 +4310,7 @@ void chrDisfigure(struct chrdata *chr, struct coord *exppos, f32 damageradius)
|
||||
s32 i;
|
||||
s32 j;
|
||||
|
||||
u32 rand = random();
|
||||
u32 rand = rngRandom();
|
||||
|
||||
if (g_Vars.mplayerisrunning || !chrIsDead(chr)) {
|
||||
return;
|
||||
@@ -4708,7 +4708,7 @@ void chrHit(struct shotdata *shotdata, struct hit *hit)
|
||||
type = g_SurfaceTypes[surfacetype];
|
||||
|
||||
if (type->numwallhittexes > 0) {
|
||||
index = random() % type->numwallhittexes;
|
||||
index = rngRandom() % type->numwallhittexes;
|
||||
|
||||
wallhitCreate(
|
||||
&hit->hitthing.pos,
|
||||
@@ -4744,7 +4744,7 @@ void chrHit(struct shotdata *shotdata, struct hit *hit)
|
||||
type = g_SurfaceTypes[g_Textures[hit->hitthing.texturenum].surfacetype];
|
||||
}
|
||||
|
||||
index = random() % type->numwallhittexes;
|
||||
index = rngRandom() % type->numwallhittexes;
|
||||
|
||||
wallhitCreate(
|
||||
&hit->hitthing.pos,
|
||||
@@ -5191,7 +5191,7 @@ void shieldhitCreate(struct prop *prop, f32 shield, struct prop *arg2, struct mo
|
||||
shieldhit->unk018[i] = -1;
|
||||
}
|
||||
|
||||
shieldhit->unk011 = 2 + (random() % 6);
|
||||
shieldhit->unk011 = 2 + (rngRandom() % 6);
|
||||
shieldhit->shield = shield;
|
||||
|
||||
if (arg6) {
|
||||
@@ -6495,7 +6495,7 @@ Gfx *chrRenderShield(Gfx *gdl, struct chrdata *chr, u32 alpha)
|
||||
|| (chrGetShield(chr) > 0 && chr->cmcount < 10)
|
||||
|| (chr->cloakfadefrac > 0 && !chr->cloakfadefinished)) {
|
||||
if (chrGetShield(chr) > 0 && g_Vars.lvupdate240 > 0) {
|
||||
s32 numiterations = (random() % 4) + 1;
|
||||
s32 numiterations = (rngRandom() % 4) + 1;
|
||||
s32 newcmnum = chr->cmnum2;
|
||||
s32 candidate;
|
||||
s8 operation = 0;
|
||||
|
||||
+125
-125
@@ -1679,7 +1679,7 @@ void chrChooseStandAnimation(struct chrdata *chr, f32 mergetime)
|
||||
} else if ((leftgun && rightgun) || (!leftgun && !rightgun)
|
||||
|| weaponIsOneHanded(leftgun)
|
||||
|| weaponIsOneHanded(rightgun)) {
|
||||
modelSetAnimation(chr->model, ANIM_006A, random() % 2, 0, 0.25, mergetime);
|
||||
modelSetAnimation(chr->model, ANIM_006A, rngRandom() % 2, 0, 0.25, mergetime);
|
||||
modelSetAnimLooping(chr->model, 0, 16);
|
||||
} else if (rightgun || leftgun) {
|
||||
modelSetAnimation(chr->model, ANIM_TWO_GUN_HOLD, leftgun != NULL, 0, 0.25, mergetime);
|
||||
@@ -1687,7 +1687,7 @@ void chrChooseStandAnimation(struct chrdata *chr, f32 mergetime)
|
||||
modelSetAnimEndFrame(chr->model, 120);
|
||||
}
|
||||
} else if (race == RACE_SKEDAR) {
|
||||
modelSetAnimation(chr->model, ANIM_00C0, random() % 2, 0, 0.5, mergetime);
|
||||
modelSetAnimation(chr->model, ANIM_00C0, rngRandom() % 2, 0, 0.5, mergetime);
|
||||
} else if (race == RACE_DRCAROLL) {
|
||||
modelSetAnimation(chr->model, ANIM_013E, 0, 0, 0.5, mergetime);
|
||||
} else if (race == RACE_ROBOT) {
|
||||
@@ -1708,7 +1708,7 @@ void func0f02e9a0(struct chrdata *chr, f32 mergetime)
|
||||
chr->act_stand.reaim = 0;
|
||||
chr->act_stand.turning = TURNSTATE_OFF;
|
||||
chr->act_stand.checkfacingwall = false;
|
||||
chr->act_stand.wallcount = random() % 120 + 180; // 180 to 299
|
||||
chr->act_stand.wallcount = rngRandom() % 120 + 180; // 180 to 299
|
||||
chr->act_stand.mergetime = mergetime;
|
||||
chr->act_stand.playwalkanim = false;
|
||||
|
||||
@@ -1750,7 +1750,7 @@ void chrStand(struct chrdata *chr)
|
||||
chr->act_stand.reaim = 0;
|
||||
chr->act_stand.turning = TURNSTATE_OFF;
|
||||
chr->act_stand.checkfacingwall = false;
|
||||
chr->act_stand.wallcount = random() % 120 + 180;
|
||||
chr->act_stand.wallcount = rngRandom() % 120 + 180;
|
||||
chr->sleep = 0;
|
||||
chr->act_stand.playwalkanim = false;
|
||||
|
||||
@@ -1775,7 +1775,7 @@ void chrStand(struct chrdata *chr)
|
||||
chr->act_stand.reaim = 0;
|
||||
chr->act_stand.turning = TURNSTATE_OFF;
|
||||
chr->act_stand.checkfacingwall = false;
|
||||
chr->act_stand.wallcount = random() % 120 + 180;
|
||||
chr->act_stand.wallcount = rngRandom() % 120 + 180;
|
||||
chr->sleep = 0;
|
||||
chr->act_stand.playwalkanim = false;
|
||||
|
||||
@@ -1828,7 +1828,7 @@ void chrKneelChooseAnimation(struct chrdata *chr)
|
||||
|| (!leftgun && !rightgun)
|
||||
|| weaponIsOneHanded(leftgun)
|
||||
|| weaponIsOneHanded(rightgun)) {
|
||||
bool flip = random() % 2;
|
||||
bool flip = rngRandom() % 2;
|
||||
modelSetAnimation(chr->model, ANIM_KNEEL_SHOOT_RIGHT_HAND, flip, 0, chrGetRangedSpeed(chr, 0.5, 0.8), 16);
|
||||
modelSetAnimEndFrame(chr->model, 28);
|
||||
} else if (rightgun || leftgun) {
|
||||
@@ -1861,7 +1861,7 @@ void chrStartAlarmChooseAnimation(struct chrdata *chr)
|
||||
if (leftgun && !rightgun) {
|
||||
flip = true;
|
||||
} else if ((leftgun && rightgun) || (!leftgun && !rightgun)) {
|
||||
flip = random() % 2;
|
||||
flip = rngRandom() % 2;
|
||||
}
|
||||
|
||||
modelSetAnimation(chr->model, ANIM_TALKING_003D, flip, 40, 1, 16);
|
||||
@@ -1884,7 +1884,7 @@ void chrStartAlarm(struct chrdata *chr)
|
||||
|
||||
void chrThrowGrenadeChooseAnimation(struct chrdata *chr)
|
||||
{
|
||||
u32 rand = random();
|
||||
u32 rand = rngRandom();
|
||||
|
||||
if (chr->act_throwgrenade.needsequip) {
|
||||
if (rand % 3 == 0) {
|
||||
@@ -1933,17 +1933,17 @@ void chrSurprisedChooseAnimation(struct chrdata *chr)
|
||||
if (leftgun != NULL && rightgun == NULL) {
|
||||
flip = 1;
|
||||
} else if ((leftgun != NULL && rightgun != NULL) || (leftgun == NULL && rightgun == NULL)) {
|
||||
flip = random() & 1;
|
||||
flip = rngRandom() & 1;
|
||||
}
|
||||
|
||||
modelSetAnimation(chr->model, ANIM_003F, flip, 10, chrGetRangedSpeed(chr, 0.6f, 0.96000003f), 16);
|
||||
modelSetAnimEndFrame(chr->model, 52);
|
||||
} else if (chr->act_surprised.type == 2) {
|
||||
modelSetAnimation(chr->model, ANIM_SURRENDER_002E, random() & 1, 0, chrGetRangedSpeed(chr, 0.35f, 0.56f), 16);
|
||||
modelSetAnimation(chr->model, ANIM_SURRENDER_002E, rngRandom() & 1, 0, chrGetRangedSpeed(chr, 0.35f, 0.56f), 16);
|
||||
modelSetAnimEndFrame(chr->model, 7);
|
||||
} else {
|
||||
u32 part = random() % 3;
|
||||
modelSetAnimation(chr->model, ANIM_0040, random() & 1, 17, 0.6f, 16);
|
||||
u32 part = rngRandom() % 3;
|
||||
modelSetAnimation(chr->model, ANIM_0040, rngRandom() & 1, 17, 0.6f, 16);
|
||||
|
||||
if (part == 0) {
|
||||
modelSetAnimEndFrame(chr->model, chrGetRangedSpeed(chr, 38, 8));
|
||||
@@ -2014,7 +2014,7 @@ void chrSurrenderChooseAnimation(struct chrdata *chr)
|
||||
struct prop *rightgun = chrGetHeldProp(chr, HAND_RIGHT);
|
||||
|
||||
if (rightgun || leftgun) {
|
||||
modelSetAnimation(chr->model, ANIM_SURRENDER_002F, random() & 1, 0, 0.5, 16);
|
||||
modelSetAnimation(chr->model, ANIM_SURRENDER_002F, rngRandom() & 1, 0, 0.5, 16);
|
||||
modelSetAnimLooping(chr->model, 40, 16);
|
||||
|
||||
if (leftgun) {
|
||||
@@ -2027,7 +2027,7 @@ void chrSurrenderChooseAnimation(struct chrdata *chr)
|
||||
|
||||
chr->hidden |= CHRHFLAG_DROPPINGITEM;
|
||||
} else {
|
||||
modelSetAnimation(chr->model, ANIM_SURRENDER_002E, random() & 1, 0, 0.5, 16);
|
||||
modelSetAnimation(chr->model, ANIM_SURRENDER_002E, rngRandom() & 1, 0, 0.5, 16);
|
||||
modelSetAnimLooping(chr->model, 30, 16);
|
||||
}
|
||||
|
||||
@@ -2061,14 +2061,14 @@ void chrSidestepChooseAnimation(struct chrdata *chr)
|
||||
u32 race = CHRRACE(chr);
|
||||
|
||||
if (leftgun && rightgun) {
|
||||
flip = random() % 2;
|
||||
allowflip = random() % 2;
|
||||
flip = rngRandom() % 2;
|
||||
allowflip = rngRandom() % 2;
|
||||
} else {
|
||||
if (weaponIsOneHanded(leftgun) == false
|
||||
&& weaponIsOneHanded(rightgun) == false
|
||||
&& (leftgun || rightgun)) {
|
||||
flip = (leftgun != 0);
|
||||
allowflip = random() % 2;
|
||||
allowflip = rngRandom() % 2;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -2126,7 +2126,7 @@ void chrJumpOutChooseAnimation(struct chrdata *chr)
|
||||
flip = true;
|
||||
} else if ((leftgun && rightgun) || (!leftgun && !rightgun)
|
||||
|| weaponIsOneHanded(leftgun) || weaponIsOneHanded(rightgun)) {
|
||||
flip = random() % 2;
|
||||
flip = rngRandom() % 2;
|
||||
}
|
||||
|
||||
if ((chr->act_jumpout.side && !flip) || (chr->act_jumpout.side == 0 && flip)) {
|
||||
@@ -2167,7 +2167,7 @@ void chrRunPosChooseAnimation(struct chrdata *chr)
|
||||
|
||||
if ((leftgun && rightgun) || (!leftgun && !rightgun)) {
|
||||
heavy = false;
|
||||
flip = random() % 2;
|
||||
flip = rngRandom() % 2;
|
||||
} else if (weaponIsOneHanded(leftgun) || weaponIsOneHanded(rightgun)) {
|
||||
heavy = false;
|
||||
flip = (bool)leftgun != false;
|
||||
@@ -2237,9 +2237,9 @@ void chrAttackStand(struct chrdata *chr, u32 attackflags, s32 entityid)
|
||||
struct prop *rightgun2 = chrGetHeldUsableProp(chr, HAND_RIGHT);
|
||||
|
||||
if (leftgun2 && rightgun2) {
|
||||
flip = random() % 2;
|
||||
flip = rngRandom() % 2;
|
||||
|
||||
if (random() % 3 == 0) {
|
||||
if (rngRandom() % 3 == 0) {
|
||||
animgroup = g_StandLightAttackAnims[race];
|
||||
firing[HAND_LEFT] = flip;
|
||||
firing[HAND_RIGHT] = !flip;
|
||||
@@ -2307,9 +2307,9 @@ void chrAttackKneel(struct chrdata *chr, u32 attackflags, s32 entityid)
|
||||
rightgun2 = chrGetHeldUsableProp(chr, HAND_RIGHT);
|
||||
|
||||
if (leftgun2 && rightgun2) {
|
||||
flip = random() % 2;
|
||||
flip = rngRandom() % 2;
|
||||
|
||||
if (random() % 3 == 0) {
|
||||
if (rngRandom() % 3 == 0) {
|
||||
animgroup = g_KneelLightAttackAnims[race];
|
||||
firing[HAND_LEFT] = flip;
|
||||
firing[HAND_RIGHT] = !flip;
|
||||
@@ -2368,8 +2368,8 @@ void chrAttackWalk(struct chrdata *chr, bool run)
|
||||
s32 style = 0;
|
||||
|
||||
if (leftgun2 && rightgun2) {
|
||||
flip = random() % 2;
|
||||
style = random() % 3;
|
||||
flip = rngRandom() % 2;
|
||||
style = rngRandom() % 3;
|
||||
} else {
|
||||
flip = (bool)rightgun2 == false;
|
||||
}
|
||||
@@ -2469,14 +2469,14 @@ void chrAttackWalk(struct chrdata *chr, bool run)
|
||||
chr->act_attackwalk.frame60count = 0;
|
||||
#if PAL
|
||||
// This is really TICKS(400.0f), but off by one bit :(
|
||||
chr->act_attackwalk.frame60max = random() % (s32)(333.33331298828f * g_AttackWalkDurationScale) + TICKS(120);
|
||||
chr->act_attackwalk.frame60max = rngRandom() % (s32)(333.33331298828f * g_AttackWalkDurationScale) + TICKS(120);
|
||||
#else
|
||||
chr->act_attackwalk.frame60max = random() % (s32)(400 * g_AttackWalkDurationScale) + TICKS(120);
|
||||
chr->act_attackwalk.frame60max = rngRandom() % (s32)(400 * g_AttackWalkDurationScale) + TICKS(120);
|
||||
#endif
|
||||
chr->act_attackwalk.facedtarget = false;
|
||||
chr->act_attackwalk.animcfg = animcfg;
|
||||
chr->act_attackwalk.nextshot60 = 0;
|
||||
chr->act_attackwalk.nextgun = random() % 2;
|
||||
chr->act_attackwalk.nextgun = rngRandom() % 2;
|
||||
chr->act_attackwalk.firegun[HAND_LEFT] = firing[HAND_LEFT];
|
||||
chr->act_attackwalk.firegun[HAND_RIGHT] = firing[HAND_RIGHT];
|
||||
chr->act_attackwalk.everytick[HAND_LEFT] = everytick[HAND_LEFT];
|
||||
@@ -2541,10 +2541,10 @@ void chrAttackRoll(struct chrdata *chr, bool toleft)
|
||||
struct prop *rightgun2 = chrGetHeldUsableProp(chr, HAND_RIGHT);
|
||||
|
||||
if (leftgun2 && rightgun2) {
|
||||
flip = random() % 2;
|
||||
flip = rngRandom() % 2;
|
||||
onehanded = true;
|
||||
|
||||
if (random() % 3 == 0) {
|
||||
if (rngRandom() % 3 == 0) {
|
||||
firing[HAND_LEFT] = flip;
|
||||
firing[HAND_RIGHT] = !flip;
|
||||
} else {
|
||||
@@ -2572,14 +2572,14 @@ void chrAttackRoll(struct chrdata *chr, bool toleft)
|
||||
|
||||
if ((toleft && !flip) || (!toleft && flip)) {
|
||||
// Roll to left
|
||||
if (random() % 2) {
|
||||
if (rngRandom() % 2) {
|
||||
animcfg = &g_RollAttackAnims[0];
|
||||
} else {
|
||||
animcfg = &g_RollAttackAnims[2];
|
||||
}
|
||||
} else {
|
||||
// Roll to right
|
||||
if (random() % 2) {
|
||||
if (rngRandom() % 2) {
|
||||
animcfg = &g_RollAttackAnims[1];
|
||||
} else {
|
||||
animcfg = &g_RollAttackAnims[3];
|
||||
@@ -2633,7 +2633,7 @@ void chrAttackRoll(struct chrdata *chr, bool toleft)
|
||||
|
||||
chr->act_attack.animcfg = animcfg;
|
||||
chr->act_attack.fired = false;
|
||||
chr->act_attack.nextgun = random() % 2;
|
||||
chr->act_attack.nextgun = rngRandom() % 2;
|
||||
chr->act_attack.firegun[HAND_LEFT] = firing[HAND_LEFT];
|
||||
chr->act_attack.firegun[HAND_RIGHT] = firing[HAND_RIGHT];
|
||||
chr->act_attack.everytick[HAND_LEFT] = everytick[HAND_LEFT];
|
||||
@@ -2654,10 +2654,10 @@ void chrAttackRoll(struct chrdata *chr, bool toleft)
|
||||
chr->act_attack.maxshots = 1;
|
||||
}
|
||||
} else {
|
||||
chr->act_attack.maxshots = (random() % 4) + 2;
|
||||
chr->act_attack.maxshots = (rngRandom() % 4) + 2;
|
||||
|
||||
if (firing[HAND_RIGHT] && firing[HAND_LEFT]) {
|
||||
chr->act_attack.maxshots += (random() % 4) + 2;
|
||||
chr->act_attack.maxshots += (rngRandom() % 4) + 2;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -2832,7 +2832,7 @@ void chrAttack(struct chrdata *chr, struct attackanimgroup **animgroups, bool fl
|
||||
groupindex = 0;
|
||||
}
|
||||
|
||||
index = random() % animgroups[groupindex]->len;
|
||||
index = rngRandom() % animgroups[groupindex]->len;
|
||||
animcfg = &animgroups[groupindex]->animcfg[index];
|
||||
}
|
||||
|
||||
@@ -2885,7 +2885,7 @@ void chrAttack(struct chrdata *chr, struct attackanimgroup **animgroups, bool fl
|
||||
chr->act_attack.turning = TURNSTATE_TURNING;
|
||||
chr->act_attack.animcfg = animcfg;
|
||||
chr->act_attack.fired = false;
|
||||
chr->act_attack.nextgun = random() % 2;
|
||||
chr->act_attack.nextgun = rngRandom() % 2;
|
||||
chr->act_attack.firegun[HAND_LEFT] = firing[HAND_LEFT];
|
||||
chr->act_attack.firegun[HAND_RIGHT] = firing[HAND_RIGHT];
|
||||
chr->act_attack.everytick[HAND_LEFT] = everytick[HAND_LEFT];
|
||||
@@ -2907,13 +2907,13 @@ void chrAttack(struct chrdata *chr, struct attackanimgroup **animgroups, bool fl
|
||||
if (attackflags & ATTACKFLAG_SINGLESHOT) {
|
||||
chr->act_attack.maxshots = 1;
|
||||
} else {
|
||||
chr->act_attack.maxshots = (random() % 4) + 2;
|
||||
chr->act_attack.maxshots = (rngRandom() % 4) + 2;
|
||||
}
|
||||
|
||||
// @bug: ATTACKFLAG_SINGLESHOT is not respected here if both guns
|
||||
// are firing.
|
||||
if (firing[HAND_RIGHT] && firing[HAND_LEFT]) {
|
||||
chr->act_attack.maxshots += (random() % 4) + 2;
|
||||
chr->act_attack.maxshots += (rngRandom() % 4) + 2;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -3123,8 +3123,8 @@ void chrBeginDeath(struct chrdata *chr, struct coord *dir, f32 relangle, s32 hit
|
||||
chr->act_die.thudframe2 = -1;
|
||||
|
||||
if (chr->race == RACE_DRCAROLL) {
|
||||
chr->drcarollimage_left = (s32)((random() % 400) * 0.01f) + 1;
|
||||
chr->drcarollimage_right = (s32)((random() % 400) * 0.01f) + 1;
|
||||
chr->drcarollimage_left = (s32)((rngRandom() % 400) * 0.01f) + 1;
|
||||
chr->drcarollimage_right = (s32)((rngRandom() % 400) * 0.01f) + 1;
|
||||
}
|
||||
|
||||
chr->sleep = 0;
|
||||
@@ -3170,7 +3170,7 @@ void chrBeginDeath(struct chrdata *chr, struct coord *dir, f32 relangle, s32 hit
|
||||
// Consider making the chr do an animation where they slump against
|
||||
// a wall or object which is behind them.
|
||||
if ((relangle < 1.5705462694168f || relangle > 4.7116389274597f)
|
||||
&& random() % 20 == 0
|
||||
&& rngRandom() % 20 == 0
|
||||
&& chr->specialdie == SPECIALDIE_NONE) {
|
||||
f32 angle1;
|
||||
f32 angle2 = chrGetInverseTheta(chr);
|
||||
@@ -3194,7 +3194,7 @@ void chrBeginDeath(struct chrdata *chr, struct coord *dir, f32 relangle, s32 hit
|
||||
if (fval1 < 150 && fval2 < 150
|
||||
&& fval1 - fval2 < 10 && fval1 - fval2 > -10
|
||||
&& !wasknockedout) {
|
||||
struct animtablerow *row = &g_AnimTableHumanSlumped[random() % 4];
|
||||
struct animtablerow *row = &g_AnimTableHumanSlumped[rngRandom() % 4];
|
||||
u32 stack3;
|
||||
|
||||
chr->act_die.thudframe1 = row->thudframe1;
|
||||
@@ -3216,7 +3216,7 @@ void chrBeginDeath(struct chrdata *chr, struct coord *dir, f32 relangle, s32 hit
|
||||
// Consider making the chr do a fall forward animation.
|
||||
// The player must be behind the chr for it to happen.
|
||||
if (relangle > 2.3558194637299f && relangle < 3.9263656139374f
|
||||
&& random() % 5 < 2
|
||||
&& rngRandom() % 5 < 2
|
||||
&& chr->specialdie == SPECIALDIE_NONE) {
|
||||
struct animtablerow *row;
|
||||
|
||||
@@ -3239,7 +3239,7 @@ void chrBeginDeath(struct chrdata *chr, struct coord *dir, f32 relangle, s32 hit
|
||||
}
|
||||
} else {
|
||||
row = &rows[1];
|
||||
flip = random() % 2;
|
||||
flip = rngRandom() % 2;
|
||||
}
|
||||
|
||||
chr->act_die.thudframe1 = row->thudframe1;
|
||||
@@ -3265,10 +3265,10 @@ void chrBeginDeath(struct chrdata *chr, struct coord *dir, f32 relangle, s32 hit
|
||||
struct animtablerow *row;
|
||||
|
||||
if (chr->specialdie == SPECIALDIE_NONE) {
|
||||
s32 tmp = random() % g_AnimTablesByRace[race][index].deathanimcount;
|
||||
s32 tmp = rngRandom() % g_AnimTablesByRace[race][index].deathanimcount;
|
||||
row = &g_AnimTablesByRace[race][index].deathanims[tmp];
|
||||
} else if (chr->specialdie == SPECIALDIE_ONCHAIR) {
|
||||
row = &g_SpecialDieAnims[chr->specialdie + random() % 2];
|
||||
row = &g_SpecialDieAnims[chr->specialdie + rngRandom() % 2];
|
||||
|
||||
// chr->myspecial is the tag number of the chr's chair
|
||||
if (chr->myspecial >= 0) {
|
||||
@@ -3326,7 +3326,7 @@ void chrBeginDeath(struct chrdata *chr, struct coord *dir, f32 relangle, s32 hit
|
||||
|
||||
if (relangle > 2.3558194637299f && relangle < 3.9263656139374f) {
|
||||
// Player is behind the Skedar - use specific set of anims
|
||||
row = &g_AnimTablesByRace[race][1 + (random() % 6)].deathanims[random() % 3];
|
||||
row = &g_AnimTablesByRace[race][1 + (rngRandom() % 6)].deathanims[rngRandom() % 3];
|
||||
|
||||
chr->act_die.thudframe1 = row->thudframe1;
|
||||
chr->act_die.thudframe2 = row->thudframe2;
|
||||
@@ -3341,7 +3341,7 @@ void chrBeginDeath(struct chrdata *chr, struct coord *dir, f32 relangle, s32 hit
|
||||
if (index >= 0
|
||||
&& g_AnimTablesByRace[race][index].deathanims != NULL
|
||||
&& g_AnimTablesByRace[race][index].deathanimcount > 0) {
|
||||
s32 tmp = random() % g_AnimTablesByRace[race][index].deathanimcount;
|
||||
s32 tmp = rngRandom() % g_AnimTablesByRace[race][index].deathanimcount;
|
||||
row = &g_AnimTablesByRace[race][index].deathanims[tmp];
|
||||
} else {
|
||||
row = &g_AnimTablesByRace[race][0].deathanims[0];
|
||||
@@ -3458,7 +3458,7 @@ void chrBeginArgh(struct chrdata *chr, f32 angle, s32 hitpart)
|
||||
&& hitpart == HITPART_PELVIS
|
||||
&& angle > 2.3558194637299f
|
||||
&& angle < 3.9263656139374f
|
||||
&& random() % 5 < 2) {
|
||||
&& rngRandom() % 5 < 2) {
|
||||
struct animtablerow *row;
|
||||
struct animtablerow rows[] = {
|
||||
{ 0x013b, 0, -1, 0.5, 0, -1, -1 },
|
||||
@@ -3478,7 +3478,7 @@ void chrBeginArgh(struct chrdata *chr, f32 angle, s32 hitpart)
|
||||
chr->act_argh.lvframe60 = g_Vars.lvframe60;
|
||||
chr->sleep = 0;
|
||||
|
||||
row = &rows[random() % 8];
|
||||
row = &rows[rngRandom() % 8];
|
||||
|
||||
modelSetAnimationWithMerge(model, row->animnum, row->flip, 0, row->speed, 16, !instant);
|
||||
|
||||
@@ -3511,7 +3511,7 @@ void chrBeginArgh(struct chrdata *chr, f32 angle, s32 hitpart)
|
||||
}
|
||||
|
||||
// Select a random animation for this hit location and apply it
|
||||
rowindex = random() % g_AnimTablesByRace[race][index].injuryanimcount;
|
||||
rowindex = rngRandom() % g_AnimTablesByRace[race][index].injuryanimcount;
|
||||
|
||||
row = &g_AnimTablesByRace[race][index].injuryanims[rowindex];
|
||||
|
||||
@@ -3654,7 +3654,7 @@ void chrYeetFromPos(struct chrdata *chr, struct coord *exppos, f32 force)
|
||||
angleindex = 0;
|
||||
}
|
||||
|
||||
subindex = random() % g_YeetAnimIndexesByRaceAngle[race][angleindex].count;
|
||||
subindex = rngRandom() % g_YeetAnimIndexesByRaceAngle[race][angleindex].count;
|
||||
|
||||
if (race == RACE_HUMAN) {
|
||||
row = &g_YeetAnimsHuman[g_YeetAnimIndexesByRaceAngle[race][angleindex].indexes[subindex]];
|
||||
@@ -3678,8 +3678,8 @@ void chrYeetFromPos(struct chrdata *chr, struct coord *exppos, f32 force)
|
||||
chr->act_die.drcarollimagedelay = TICKS(45);
|
||||
|
||||
if (chr->race == RACE_DRCAROLL) {
|
||||
chr->drcarollimage_left = 1 + (s32)((random() % 400) * 0.01f);
|
||||
chr->drcarollimage_right = 1 + (s32)((random() % 400) * 0.01f);
|
||||
chr->drcarollimage_left = 1 + (s32)((rngRandom() % 400) * 0.01f);
|
||||
chr->drcarollimage_right = 1 + (s32)((rngRandom() % 400) * 0.01f);
|
||||
}
|
||||
|
||||
chr->sleep = 0;
|
||||
@@ -3862,7 +3862,7 @@ void chrChoke(struct chrdata *chr, s32 choketype)
|
||||
SFX_ARGH_MAIAN_05E1
|
||||
};
|
||||
|
||||
soundnum = sounds[random() % 3];
|
||||
soundnum = sounds[rngRandom() % 3];
|
||||
nextindexmaian++;
|
||||
|
||||
if (nextindexmaian >= ARRAYCOUNT(sounds)) {
|
||||
@@ -3878,7 +3878,7 @@ void chrChoke(struct chrdata *chr, s32 choketype)
|
||||
SFX_SKEDAR_ROAR_053A,
|
||||
};
|
||||
|
||||
soundnum = sounds[random() % 5];
|
||||
soundnum = sounds[rngRandom() % 5];
|
||||
nextindexskedar++;
|
||||
|
||||
if (nextindexskedar >= ARRAYCOUNT(sounds)) {
|
||||
@@ -3891,7 +3891,7 @@ void chrChoke(struct chrdata *chr, s32 choketype)
|
||||
SFX_SKEDAR_ROAR_052F,
|
||||
};
|
||||
|
||||
soundnum = sounds[random() % 3];
|
||||
soundnum = sounds[rngRandom() % 3];
|
||||
nextindexskedar++;
|
||||
|
||||
if (nextindexskedar >= ARRAYCOUNT(sounds)) {
|
||||
@@ -3978,7 +3978,7 @@ void chrChoke(struct chrdata *chr, s32 choketype)
|
||||
SFX_ARGH_JO_02B3,
|
||||
};
|
||||
|
||||
soundnum = sounds[random() % 10];
|
||||
soundnum = sounds[rngRandom() % 10];
|
||||
allowoverride = true;
|
||||
} else {
|
||||
s16 sounds[] = {
|
||||
@@ -4005,21 +4005,21 @@ void chrChoke(struct chrdata *chr, s32 choketype)
|
||||
SFX_GURGLE_05B2,
|
||||
};
|
||||
|
||||
if ((random() % 8) == 0) {
|
||||
soundnum = sounds[random() % 3];
|
||||
if ((rngRandom() % 8) == 0) {
|
||||
soundnum = sounds[rngRandom() % 3];
|
||||
}
|
||||
|
||||
chr->soundgap = 10;
|
||||
chr->soundtimer = 0;
|
||||
} else if (choketype == CHOKETYPE_COUGH) {
|
||||
if (male) {
|
||||
if ((random() % 2) == 0) {
|
||||
if ((rngRandom() % 2) == 0) {
|
||||
soundnum = SFX_COUGH_04AF;
|
||||
} else {
|
||||
soundnum = SFX_COUGH_04B0;
|
||||
}
|
||||
} else {
|
||||
s32 index = random() % 4;
|
||||
s32 index = rngRandom() % 4;
|
||||
s32 sounds[] = {
|
||||
SFX_COUGH_05AB,
|
||||
SFX_COUGH_05AC,
|
||||
@@ -4520,13 +4520,13 @@ void chrDamage(struct chrdata *chr, f32 damage, struct coord *vector, struct gse
|
||||
f32 sqdist = xdiff * xdiff + ydiff * ydiff + zdiff * zdiff;
|
||||
|
||||
if (sqdist < 200 * 200) {
|
||||
damage *= 4.0f + (s32)(random() % 3); // 4, 5 or 6
|
||||
damage *= 4.0f + (s32)(rngRandom() % 3); // 4, 5 or 6
|
||||
} else if (sqdist < 400 * 400) {
|
||||
damage *= 3.0f + (s32)(random() % 2); // 3 or 4
|
||||
damage *= 3.0f + (s32)(rngRandom() % 2); // 3 or 4
|
||||
} else if (sqdist < 800 * 800) {
|
||||
damage *= 2.0f + (s32)(random() % 2); // 2 or 3
|
||||
damage *= 2.0f + (s32)(rngRandom() % 2); // 2 or 3
|
||||
} else if (sqdist < 1600 * 1600) {
|
||||
damage *= 1.0f + (s32)(random() % 2); // 1 or 2
|
||||
damage *= 1.0f + (s32)(rngRandom() % 2); // 1 or 2
|
||||
}
|
||||
}
|
||||
|
||||
@@ -4599,7 +4599,7 @@ void chrDamage(struct chrdata *chr, f32 damage, struct coord *vector, struct gse
|
||||
u16 sounds[] = { SFX_HIT_METAL_807B, SFX_HIT_METAL_8079, SFX_HATHIT_807C };
|
||||
damage = 0;
|
||||
|
||||
psCreate(NULL, chr->prop, sounds[random() % 3], -1,
|
||||
psCreate(NULL, chr->prop, sounds[rngRandom() % 3], -1,
|
||||
-1, 0, 0, PSTYPE_NONE, NULL, -1, NULL, -1, -1, -1, -1);
|
||||
}
|
||||
}
|
||||
@@ -5852,7 +5852,7 @@ void chrGoPosChooseAnimation(struct chrdata *chr)
|
||||
if (race == RACE_HUMAN || race == RACE_SKEDAR) {
|
||||
if ((leftgun && rightgun) || (!leftgun && !rightgun)) {
|
||||
heavy = false;
|
||||
flip = random() % 2;
|
||||
flip = rngRandom() % 2;
|
||||
} else {
|
||||
if (weaponIsOneHanded(leftgun) || weaponIsOneHanded(rightgun)) {
|
||||
heavy = false;
|
||||
@@ -5939,7 +5939,7 @@ void chrGoPosChooseAnimation(struct chrdata *chr)
|
||||
|| chr->hitpart == HITPART_RBICEP) {
|
||||
anim = ANIM_01F8;
|
||||
} else {
|
||||
if (random() % 2) {
|
||||
if (rngRandom() % 2) {
|
||||
anim = ANIM_0018;
|
||||
} else {
|
||||
anim = ANIM_0028;
|
||||
@@ -5974,7 +5974,7 @@ void chrGoPosChooseAnimation(struct chrdata *chr)
|
||||
speed = 0.4;
|
||||
flip = false;
|
||||
} else if (male) {
|
||||
if (random() % 4 == 0) {
|
||||
if (rngRandom() % 4 == 0) {
|
||||
speed = 0.25;
|
||||
anim = ANIM_001E;
|
||||
} else {
|
||||
@@ -5983,7 +5983,7 @@ void chrGoPosChooseAnimation(struct chrdata *chr)
|
||||
sp60 = 24;
|
||||
}
|
||||
} else {
|
||||
if (random() % 2) {
|
||||
if (rngRandom() % 2) {
|
||||
anim = ANIM_005E;
|
||||
} else {
|
||||
anim = ANIM_005A;
|
||||
@@ -6024,14 +6024,14 @@ void chrGoPosChooseAnimation(struct chrdata *chr)
|
||||
} else if (stageGetIndex(g_Vars.stagenum) == STAGEINDEX_CHICAGO) {
|
||||
anim = ANIM_005F;
|
||||
} else if (male) {
|
||||
if (random() % 2) {
|
||||
if (rngRandom() % 2) {
|
||||
anim = ANIM_001D;
|
||||
} else {
|
||||
anim = ANIM_RUNNING_ONEHANDGUN;
|
||||
}
|
||||
} else {
|
||||
if (chr->myaction != MA_PANIC) {
|
||||
if (random() % 2) {
|
||||
if (rngRandom() % 2) {
|
||||
anim = ANIM_005D;
|
||||
} else {
|
||||
anim = ANIM_0073;
|
||||
@@ -6065,9 +6065,9 @@ void chrGoPosChooseAnimation(struct chrdata *chr)
|
||||
anim = ANIM_01F8;
|
||||
flip = true;
|
||||
} else if (male) {
|
||||
anim = anims[random() % 3];
|
||||
anim = anims[rngRandom() % 3];
|
||||
} else {
|
||||
if (random() % 2) {
|
||||
if (rngRandom() % 2) {
|
||||
anim = ANIM_005C;
|
||||
} else {
|
||||
anim = ANIM_0072;
|
||||
@@ -6155,7 +6155,7 @@ bool chrGoToRoomPos(struct chrdata *chr, struct coord *pos, RoomNum *room, u32 g
|
||||
chr->act_gopos.flags = goposflags | GOPOSFLAG_INIT;
|
||||
chr->act_gopos.turnspeed = 0;
|
||||
chr->unk32c_21 = 0;
|
||||
chr->act_gopos.waydata.age = random() % 100;
|
||||
chr->act_gopos.waydata.age = rngRandom() % 100;
|
||||
chr->act_gopos.waydata.gotaimposobj = 0;
|
||||
|
||||
if (!isgopos) {
|
||||
@@ -6229,7 +6229,7 @@ void chrPatrolChooseAnimation(struct chrdata *chr)
|
||||
if ((leftprop && rightprop) || (!leftprop && !rightprop)) {
|
||||
// No weapon, or double weapons
|
||||
heavy = false;
|
||||
flip = random() % 2;
|
||||
flip = rngRandom() % 2;
|
||||
} else {
|
||||
// Single weapon
|
||||
if (weaponIsOneHanded(leftprop) || weaponIsOneHanded(rightprop)) {
|
||||
@@ -6247,12 +6247,12 @@ void chrPatrolChooseAnimation(struct chrdata *chr)
|
||||
speed = 0.5f * func0f02dff0(ANIM_0028) / func0f02dff0(ANIM_006B);
|
||||
|
||||
if (heavy) {
|
||||
modelSetAnimation(chr->model, random() % 2 ? ANIM_0018 : ANIM_0028, flip, 0, speed, 16);
|
||||
modelSetAnimation(chr->model, rngRandom() % 2 ? ANIM_0018 : ANIM_0028, flip, 0, speed, 16);
|
||||
} else if (ismale) {
|
||||
s32 anims[] = { ANIM_006B, ANIM_001B, ANIM_0016 };
|
||||
modelSetAnimation(chr->model, anims[random() % 3], flip, 0, speed, 16);
|
||||
modelSetAnimation(chr->model, anims[rngRandom() % 3], flip, 0, speed, 16);
|
||||
} else {
|
||||
modelSetAnimation(chr->model, random() % 2 ? ANIM_005C : ANIM_0072, flip, 0, speed, 16);
|
||||
modelSetAnimation(chr->model, rngRandom() % 2 ? ANIM_005C : ANIM_0072, flip, 0, speed, 16);
|
||||
}
|
||||
}
|
||||
} else if (race == RACE_DRCAROLL) {
|
||||
@@ -6338,7 +6338,7 @@ void chrStartPatrol(struct chrdata *chr, struct path *path)
|
||||
chr->act_patrol.nextstep = nextstep;
|
||||
chr->act_patrol.forward = true;
|
||||
|
||||
chr->act_patrol.waydata.age = random() % 100;
|
||||
chr->act_patrol.waydata.age = rngRandom() % 100;
|
||||
chr->act_patrol.waydata.gotaimposobj = 0;
|
||||
chr->act_patrol.waydata.lastvisible60 = -1;
|
||||
|
||||
@@ -6704,7 +6704,7 @@ bool chrCheckCanSeeTarget(struct chrdata *chr)
|
||||
}
|
||||
|
||||
iVar8 = chrGetPercentageOfSlowness(chr, iVar8) + 1;
|
||||
result = random() % iVar8 == 0;
|
||||
result = rngRandom() % iVar8 == 0;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -6796,7 +6796,7 @@ bool chrTrySidestep(struct chrdata *chr)
|
||||
|
||||
if (angle < 0.7852731347084f || angle > 5.4969120025635f
|
||||
|| (angle > 2.3558194637299f && angle < 3.9263656139374f)) {
|
||||
bool side = (random() % 2) == 0;
|
||||
bool side = (rngRandom() % 2) == 0;
|
||||
|
||||
if (chrCanJumpInDirection(chr, side, 100)) {
|
||||
chrSidestep(chr, side);
|
||||
@@ -6834,7 +6834,7 @@ bool chrTryJumpOut(struct chrdata *chr)
|
||||
// || (angle > BADDEG2RAD(135) && angle < BADDEG2RAD(225))) {
|
||||
if (angle < 0.7852731347084f || angle > 5.4969120025635f
|
||||
|| (angle > 2.3558194637299f && angle < BADDEG2RAD(225))) {
|
||||
bool side = (random() % 2) == 0;
|
||||
bool side = (rngRandom() % 2) == 0;
|
||||
|
||||
if (chrCanJumpInDirection(chr, side, 200)) {
|
||||
chrJumpOut(chr, side);
|
||||
@@ -6863,7 +6863,7 @@ bool chrTryRunSideways(struct chrdata *chr)
|
||||
struct coord vector;
|
||||
struct coord dstpos;
|
||||
|
||||
chrGetSideVectorToTarget(chr, random() % 2 == 0, &vector);
|
||||
chrGetSideVectorToTarget(chr, rngRandom() % 2 == 0, &vector);
|
||||
|
||||
dstpos.x = vector.x * distance + prop->pos.x;
|
||||
dstpos.y = prop->pos.y;
|
||||
@@ -6962,7 +6962,7 @@ bool chrTryAttackRoll(struct chrdata *chr)
|
||||
f32 sqdistance = x * x + y * y + z * z;
|
||||
|
||||
if (sqdistance >= 200 * 200) {
|
||||
bool toleft = (random() % 2) == 0;
|
||||
bool toleft = (rngRandom() % 2) == 0;
|
||||
|
||||
if (chrCanRollInDirection(chr, toleft, 200)) {
|
||||
chrAttackRoll(chr, toleft);
|
||||
@@ -6999,7 +6999,7 @@ bool chrTryAttackAmount(struct chrdata *chr, u32 arg1, u32 arg2, u8 lower, u8 up
|
||||
}
|
||||
|
||||
if (lower < upper) {
|
||||
percentage = ((random() % (upper - lower)) + (u32)lower) * 0.01f;
|
||||
percentage = ((rngRandom() % (upper - lower)) + (u32)lower) * 0.01f;
|
||||
} else {
|
||||
percentage = 0;
|
||||
}
|
||||
@@ -7495,7 +7495,7 @@ bool chrGoToCoverProp(struct chrdata *chr)
|
||||
for (numprops = 0; propnums[numprops] >= 0; numprops++);
|
||||
|
||||
if (numprops > 0) {
|
||||
startindex = random() % numprops;
|
||||
startindex = rngRandom() % numprops;
|
||||
}
|
||||
|
||||
for (i = 0; i < numprops; i++) {
|
||||
@@ -7596,7 +7596,7 @@ bool chrConsiderGrenadeThrow(struct chrdata *chr, u32 attackflags, u32 entityid)
|
||||
bool done = false;
|
||||
|
||||
if (CHRRACE(chr) == RACE_HUMAN &&
|
||||
chr->grenadeprob > (random() % 255) &&
|
||||
chr->grenadeprob > (rngRandom() % 255) &&
|
||||
chrGetDistanceToTarget(chr) > 200 &&
|
||||
chrIsReadyForOrders(chr)) {
|
||||
struct prop *target = chrGetTargetProp(chr);
|
||||
@@ -7790,7 +7790,7 @@ bool chrTryPunch(struct chrdata *chr, u8 reverse)
|
||||
struct punchanim *anims = NULL;
|
||||
s32 race = CHRRACE(chr);
|
||||
s32 animindex;
|
||||
u32 chranimflags = (random() % 256 > 128) ? CHRANIMFLAG_FLIP : 0;
|
||||
u32 chranimflags = (rngRandom() % 256 > 128) ? CHRANIMFLAG_FLIP : 0;
|
||||
s32 chrhitradius;
|
||||
s32 playerhitradius;
|
||||
f32 startframe;
|
||||
@@ -7801,7 +7801,7 @@ bool chrTryPunch(struct chrdata *chr, u8 reverse)
|
||||
startframe = 10;
|
||||
chrhitradius = 120;
|
||||
playerhitradius = 120;
|
||||
animindex = random() % 11;
|
||||
animindex = rngRandom() % 11;
|
||||
} else if (race == RACE_SKEDAR) {
|
||||
anims = g_SkedarPunchAnims;
|
||||
chrhitradius = 200;
|
||||
@@ -7817,11 +7817,11 @@ bool chrTryPunch(struct chrdata *chr, u8 reverse)
|
||||
animindex = 5;
|
||||
} else if (!chr->weapons_held[HAND_RIGHT] && !chr->weapons_held[HAND_LEFT]) {
|
||||
// Unarmed: Only use indexes 0 or 1
|
||||
animindex = random() % 2;
|
||||
animindex = rngRandom() % 2;
|
||||
} else {
|
||||
// Allow indexes 0-4, but if 3 or 4 then flip the anim based on
|
||||
// which hand is holding the gun
|
||||
animindex = random() % 5;
|
||||
animindex = rngRandom() % 5;
|
||||
|
||||
if (animindex >= 3) {
|
||||
if (!chr->weapons_held[HAND_RIGHT] || !chr->weapons_held[HAND_LEFT]) {
|
||||
@@ -7998,7 +7998,7 @@ void chrTickStand(struct chrdata *chr)
|
||||
|| (!leftgun && !rightgun)
|
||||
|| weaponIsOneHanded(leftgun)
|
||||
|| weaponIsOneHanded(rightgun)) {
|
||||
modelSetAnimation(chr->model, ANIM_006B, random() % 2, 0, 0.5f, 16);
|
||||
modelSetAnimation(chr->model, ANIM_006B, rngRandom() % 2, 0, 0.5f, 16);
|
||||
modelSetAnimEndFrame(chr->model, animGetNumFrames(ANIM_006B) - 1);
|
||||
} else {
|
||||
if (rightgun || leftgun) {
|
||||
@@ -8007,7 +8007,7 @@ void chrTickStand(struct chrdata *chr)
|
||||
}
|
||||
}
|
||||
} else if (race == RACE_SKEDAR) {
|
||||
modelSetAnimation(chr->model, ANIM_0392, random() % 2, 0, 0.5f, 16);
|
||||
modelSetAnimation(chr->model, ANIM_0392, rngRandom() % 2, 0, 0.5f, 16);
|
||||
modelSetAnimEndFrame(chr->model, animGetNumFrames(ANIM_0392) - 1);
|
||||
}
|
||||
} else if (chr->act_stand.flags & ATTACKFLAG_AIMATDIRECTION) {
|
||||
@@ -8026,7 +8026,7 @@ void chrTickStand(struct chrdata *chr)
|
||||
if (chr->prop->flags & PROPFLAG_ONANYSCREENPREVTICK) {
|
||||
chr->sleep = 0;
|
||||
} else {
|
||||
chr->sleep = 14 + (random() % 5);
|
||||
chr->sleep = 14 + (rngRandom() % 5);
|
||||
}
|
||||
|
||||
if (chr->act_stand.checkfacingwall == false) {
|
||||
@@ -8080,17 +8080,17 @@ void chrTickStand(struct chrdata *chr)
|
||||
if (sp74[sp44[4]] < 200) {
|
||||
index = 7;
|
||||
} else if (sp44[0] == 0 || sp44[1] == 0 || sp44[2] == 0) {
|
||||
if ((sp44[3] == 4 || sp44[4] == 4) && (random() % 3) == 0) {
|
||||
if ((sp44[3] == 4 || sp44[4] == 4) && (rngRandom() % 3) == 0) {
|
||||
if (sp44[3] == 4) {
|
||||
index = 3;
|
||||
} else {
|
||||
index = 4;
|
||||
}
|
||||
} else {
|
||||
index = 5 + random() % 3;
|
||||
index = 5 + rngRandom() % 3;
|
||||
}
|
||||
} else if ((sp44[0] == 1 || sp44[0] == 7) && sp44[5] && sp44[6] && sp44[7]) {
|
||||
index = 5 + random() % 3;
|
||||
index = 5 + rngRandom() % 3;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -8155,7 +8155,7 @@ void chrTickAnim(struct chrdata *chr)
|
||||
}
|
||||
|
||||
if (chr->sleep <= 0 && chr->act_anim.slowupdate) {
|
||||
chr->sleep = 14 + (random() % 5);
|
||||
chr->sleep = 14 + (rngRandom() % 5);
|
||||
}
|
||||
|
||||
if (modelGetAnimNum(chr->model) == ANIM_RELOAD_0209) {
|
||||
@@ -8187,7 +8187,7 @@ void chrTickSurrender(struct chrdata *chr)
|
||||
coord.z = -cosf(value);
|
||||
|
||||
if (!propchrHasClearLineInVector(chr->prop, &coord, 20)) {
|
||||
modelSetAnimation(chr->model, ANIM_SURRENDER_002E, random() & 1, 30, 0.5, 16);
|
||||
modelSetAnimation(chr->model, ANIM_SURRENDER_002E, rngRandom() & 1, 30, 0.5, 16);
|
||||
modelSetAnimLooping(chr->model, 30, 16);
|
||||
}
|
||||
}
|
||||
@@ -8396,7 +8396,7 @@ void chrTickDie(struct chrdata *chr)
|
||||
SFX_DRCAROLL_YOU_WERE_SUPPOSED,
|
||||
};
|
||||
|
||||
psCreate(NULL, chr->prop, phrases[random() % 5], -1,
|
||||
psCreate(NULL, chr->prop, phrases[rngRandom() % 5], -1,
|
||||
-1, 0, 0, PSTYPE_NONE, 0, -1, 0, -1, -1, -1, -1);
|
||||
chr->voicebox = 0;
|
||||
}
|
||||
@@ -8405,9 +8405,9 @@ void chrTickDie(struct chrdata *chr)
|
||||
if (chr->act_die.drcarollimagedelay > 0) {
|
||||
chr->act_die.drcarollimagedelay -= g_Vars.lvupdate60;
|
||||
} else {
|
||||
chr->act_die.drcarollimagedelay = (random() % TICKS(1000)) * 0.01f + 5.0f;
|
||||
chr->drcarollimage_left = 1 + (s32)((random() % 400) * 0.01f);
|
||||
chr->drcarollimage_right = 1 + (s32)((random() % 400) * 0.01f);
|
||||
chr->act_die.drcarollimagedelay = (rngRandom() % TICKS(1000)) * 0.01f + 5.0f;
|
||||
chr->drcarollimage_left = 1 + (s32)((rngRandom() % 400) * 0.01f);
|
||||
chr->drcarollimage_right = 1 + (s32)((rngRandom() % 400) * 0.01f);
|
||||
}
|
||||
|
||||
if (g_DrCarollDyingTimer > TICKS(310)) {
|
||||
@@ -8514,7 +8514,7 @@ void chrTickDruggedComingUp(struct chrdata *chr)
|
||||
if (i >= 0
|
||||
&& g_AnimTablesByRace[race][i].deathanims != NULL
|
||||
&& g_AnimTablesByRace[race][i].deathanimcount > 0) {
|
||||
s32 index = random() % g_AnimTablesByRace[race][i].deathanimcount;
|
||||
s32 index = rngRandom() % g_AnimTablesByRace[race][i].deathanimcount;
|
||||
row = &g_AnimTablesByRace[race][i].deathanims[index];
|
||||
|
||||
chr->act_die.thudframe1 = row->thudframe1;
|
||||
@@ -9108,7 +9108,7 @@ bool func0f03e9f4(struct chrdata *chr, struct attackanimconfig *animcfg, bool fi
|
||||
sp174 += eyeheight * (0.025f - 0.05f * RANDOMFRAC() * arg4);
|
||||
}
|
||||
} else if (sqdist > 1000.0f * 1000.0f) {
|
||||
if ((random() % 3) == 0) {
|
||||
if ((rngRandom() % 3) == 0) {
|
||||
sp174 += eyeheight * (0.05f + 0.1f * RANDOMFRAC() * arg4);
|
||||
} else {
|
||||
sp174 -= eyeheight * (0.05f + 0.55f * RANDOMFRAC() * arg4);
|
||||
@@ -10041,7 +10041,7 @@ void chrTickShoot(struct chrdata *chr, s32 handnum)
|
||||
|
||||
// This function can never return 2 though...
|
||||
if (botactShootFarsight(chr + zero, 0, &vector, &gunpos) == 2) {
|
||||
normalshoot = random() % 255 > 200;
|
||||
normalshoot = rngRandom() % 255 > 200;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -10078,7 +10078,7 @@ void chrTickShoot(struct chrdata *chr, s32 handnum)
|
||||
|
||||
// Eyespy is small and hard to hit, so make it a 50/50 chance
|
||||
if (hitprop == NULL && isshootingeyespy) {
|
||||
fudgeforeyespy = random() % 100 > 50;
|
||||
fudgeforeyespy = rngRandom() % 100 > 50;
|
||||
|
||||
if (fudgeforeyespy) {
|
||||
hitprop = targetprop;
|
||||
@@ -10336,10 +10336,10 @@ void chrTickShoot(struct chrdata *chr, s32 handnum)
|
||||
hitpos.y = targetprop->pos.y;
|
||||
hitpos.z = targetprop->pos.z;
|
||||
|
||||
if (random() % 2) {
|
||||
hitpos.y += 2 + random() % 10;
|
||||
if (rngRandom() % 2) {
|
||||
hitpos.y += 2 + rngRandom() % 10;
|
||||
} else {
|
||||
hitpos.y -= 2 + random() % 10;
|
||||
hitpos.y -= 2 + rngRandom() % 10;
|
||||
}
|
||||
|
||||
bgunPlayPropHitSound(&gset, targetprop, -1);
|
||||
@@ -10845,13 +10845,13 @@ void robotSetMuzzleFlash(struct chrdata *chr, bool right, bool visible)
|
||||
|
||||
void robotAttack(struct chrdata *chr)
|
||||
{
|
||||
u32 numshots = random() % 20;
|
||||
u32 numshots = rngRandom() % 20;
|
||||
|
||||
if (chr->unk348[0] && chr->unk348[1]) {
|
||||
chr->actiontype = ACT_ROBOTATTACK;
|
||||
|
||||
chr->unk348[0]->beam->age = -1;
|
||||
chr->unk348[0]->unk00 = random() % 3;
|
||||
chr->unk348[0]->unk00 = rngRandom() % 3;
|
||||
chr->unk348[0]->unk01 = 0;
|
||||
chr->unk348[0]->unk08 = -1;
|
||||
chr->unk348[0]->unk0c = 0.85f;
|
||||
@@ -10874,7 +10874,7 @@ void robotAttack(struct chrdata *chr)
|
||||
chr->act_robotattack.firing[0] = false;
|
||||
|
||||
chr->unk348[1]->beam->age = -1;
|
||||
chr->unk348[1]->unk00 = random() % 3;
|
||||
chr->unk348[1]->unk00 = rngRandom() % 3;
|
||||
chr->unk348[1]->unk01 = 0;
|
||||
chr->unk348[1]->unk08 = -1;
|
||||
chr->unk348[1]->unk0c = 0.85f;
|
||||
@@ -11167,7 +11167,7 @@ void chrTickAttackRoll(struct chrdata *chr)
|
||||
f32 sp34 = 16;
|
||||
|
||||
if (chr->act_attack.firegun[HAND_LEFT] && chr->act_attack.firegun[HAND_RIGHT]) {
|
||||
if (random() % 2 == 0) {
|
||||
if (rngRandom() % 2 == 0) {
|
||||
newanimcfg += 4;
|
||||
} else {
|
||||
newanimcfg += 8;
|
||||
@@ -13212,7 +13212,7 @@ void chrTickSkJump(struct chrdata *chr)
|
||||
SFX_SKEDAR_ROAR_0534,
|
||||
};
|
||||
|
||||
psCreate(NULL, chr->prop, sounds[random() % 3], -1,
|
||||
psCreate(NULL, chr->prop, sounds[rngRandom() % 3], -1,
|
||||
-1, 0, 0, PSTYPE_NONE, 0, -1, 0, -1, -1, -1, -1);
|
||||
modelSetAnimation(chr->model, ANIM_SKEDAR_JUMPAIR, 0, 0, -1, 16);
|
||||
modelSetAnimSpeed(chr->model, 1, 0);
|
||||
@@ -13600,7 +13600,7 @@ void chraTickBg(void)
|
||||
spawnslen++;
|
||||
|
||||
if (spawnslen >= 10) {
|
||||
writeindex = random() % spawnslen;
|
||||
writeindex = rngRandom() % spawnslen;
|
||||
chrFadeCorpse(spawns[writeindex]);
|
||||
spawns[writeindex] = spawns[spawnslen - 1];
|
||||
spawnslen--;
|
||||
@@ -13691,7 +13691,7 @@ void chraTickBg(void)
|
||||
onscreenlen++;
|
||||
|
||||
if (onscreenlen >= (VERSION >= VERSION_NTSC_1_0 ? 2 : 3)) {
|
||||
writeindex = random() % onscreenlen;
|
||||
writeindex = rngRandom() % onscreenlen;
|
||||
chrFadeCorpseWhenOffScreen(onscreen[writeindex]);
|
||||
onscreen[writeindex] = onscreen[onscreenlen - 1];
|
||||
onscreenlen--;
|
||||
@@ -13706,7 +13706,7 @@ void chraTickBg(void)
|
||||
|
||||
// Allow up to 5 corpses off-screen
|
||||
if (offscreenlen >= (VERSION >= VERSION_NTSC_1_0 ? 5 : 6)) {
|
||||
writeindex = random() % offscreenlen;
|
||||
writeindex = rngRandom() % offscreenlen;
|
||||
|
||||
if (offscreen[writeindex]->actiontype != ACT_DEAD) {
|
||||
chrBeginDead(offscreen[writeindex]);
|
||||
@@ -15200,7 +15200,7 @@ struct prop *chrSpawnAtCoord(s32 bodynum, s32 headnum, struct coord *pos, RoomNu
|
||||
#endif
|
||||
|
||||
replacechr = NULL;
|
||||
startindex = random() % g_NumChrSlots;
|
||||
startindex = rngRandom() % g_NumChrSlots;
|
||||
index = startindex;
|
||||
|
||||
#if VERSION < VERSION_NTSC_1_0
|
||||
@@ -15485,7 +15485,7 @@ s32 chrAssignCoverByCriteria(struct chrdata *chr, u16 criteria, s32 refdist)
|
||||
} else if (criteria & COVERCRITERIA_DISTTOFETCHPROP) {
|
||||
sqdist = coordGetSquaredDistanceToCoord(&gotoprop->pos, cover.pos);
|
||||
} else if (userandomdist) {
|
||||
sqdist = random() % 0xf000;
|
||||
sqdist = rngRandom() % 0xf000;
|
||||
} else {
|
||||
sqdist = 0;
|
||||
currefdist = 0;
|
||||
@@ -16195,7 +16195,7 @@ void chrAvoid(struct chrdata *chr)
|
||||
} else if (relangle > 135 && relangle < 225) {
|
||||
animindex = 2;
|
||||
|
||||
if ((random() % 255) >= 2) {
|
||||
if ((rngRandom() % 255) >= 2) {
|
||||
cdresult = CDRESULT_COLLISION;
|
||||
chr->chrflags &= ~CHRCFLAG_AVOIDING;
|
||||
}
|
||||
@@ -16203,7 +16203,7 @@ void chrAvoid(struct chrdata *chr)
|
||||
animindex = 3;
|
||||
chrangle += M_PI;
|
||||
} else {
|
||||
animindex = (random() % 100 < 50) ? 0 : 1;
|
||||
animindex = (rngRandom() % 100 < 50) ? 0 : 1;
|
||||
|
||||
if (animindex == 0) {
|
||||
chrangle -= 1.5707963705063f;
|
||||
|
||||
+1
-1
@@ -729,7 +729,7 @@ void chraiExecute(void *entity, s32 proptype)
|
||||
|
||||
if (g_Vars.chrdata->aishootingatmelist >= 0
|
||||
&& ailistFindById(g_Vars.chrdata->aishootingatmelist) != g_Vars.chrdata->ailist
|
||||
&& g_Vars.chrdata->dodgerating > random() % 100
|
||||
&& g_Vars.chrdata->dodgerating > rngRandom() % 100
|
||||
&& chrHasFlag(g_Vars.chrdata, CHRFLAG1_INDARKROOM, BANK_1) == 0
|
||||
&& chrHasFlag(g_Vars.chrdata, CHRFLAG0_AIVSAI, BANK_0) == 0
|
||||
&& ailistFindById(g_Vars.chrdata->aishootingatmelist) != g_Vars.chrdata->ailist
|
||||
|
||||
+23
-23
@@ -1096,7 +1096,7 @@ bool aiTryRunToChr(void)
|
||||
*/
|
||||
bool aiRandom(void)
|
||||
{
|
||||
g_Vars.chrdata->random = random() & 0xff;
|
||||
g_Vars.chrdata->random = rngRandom() & 0xff;
|
||||
g_Vars.aioffset += 2;
|
||||
|
||||
return false;
|
||||
@@ -1110,7 +1110,7 @@ bool aiIfRandomLessThan(void)
|
||||
u8 *cmd = g_Vars.ailist + g_Vars.aioffset;
|
||||
|
||||
if ((g_Vars.chrdata && g_Vars.chrdata->random < cmd[2]) ||
|
||||
(g_Vars.hovercar && ((u8)random()) < cmd[2])) {
|
||||
(g_Vars.hovercar && ((u8)rngRandom()) < cmd[2])) {
|
||||
g_Vars.aioffset = chraiGoToLabel(g_Vars.ailist, g_Vars.aioffset, cmd[3]);
|
||||
} else {
|
||||
g_Vars.aioffset += 4;
|
||||
@@ -1127,7 +1127,7 @@ bool aiIfRandomGreaterThan(void)
|
||||
u8 *cmd = g_Vars.ailist + g_Vars.aioffset;
|
||||
|
||||
if ((g_Vars.chrdata && g_Vars.chrdata->random > cmd[2]) ||
|
||||
(g_Vars.hovercar && ((u8)random()) > cmd[2])) {
|
||||
(g_Vars.hovercar && ((u8)rngRandom()) > cmd[2])) {
|
||||
g_Vars.aioffset = chraiGoToLabel(g_Vars.ailist, g_Vars.aioffset, cmd[3]);
|
||||
} else {
|
||||
g_Vars.aioffset += 4;
|
||||
@@ -6897,7 +6897,7 @@ bool aiSayQuip(void)
|
||||
bank = (s16 *) g_MaianQuipBank;
|
||||
|
||||
if (row > 2) {
|
||||
row = random() % 2;
|
||||
row = rngRandom() % 2;
|
||||
}
|
||||
} else if (cmd[7] == 0) {
|
||||
if (g_Vars.chrdata->voicebox > 3) {
|
||||
@@ -6947,7 +6947,7 @@ bool aiSayQuip(void)
|
||||
|
||||
// If soundgap permits talking at this time and probability passes
|
||||
if (g_Vars.chrdata->soundgap == 0 || g_Vars.chrdata->soundgap * TICKS(60) < g_Vars.chrdata->soundtimer) {
|
||||
if (probability > (s32) (random() % 256)) {
|
||||
if (probability > (s32) (rngRandom() % 256)) {
|
||||
// Try and find a chr in the same squadron who is currently talking
|
||||
while (*chrnums != -2) {
|
||||
loopchr = chrFindByLiteralId(*chrnums);
|
||||
@@ -6972,7 +6972,7 @@ bool aiSayQuip(void)
|
||||
if (!issomeonetalking
|
||||
&& ((numnearbychrs == 0 && (!cmd[6] || cmd[6] == 255)) || (numnearbychrs > 0 && cmd[6] > 0))) {
|
||||
rowptr = (s16 *) bank + row * 4;
|
||||
column = random() % 3;
|
||||
column = rngRandom() % 3;
|
||||
|
||||
if ((cmd[7] & 0x80) == 0) {
|
||||
audioid = rowptr[1 + column];
|
||||
@@ -7599,8 +7599,8 @@ bool aiShuffleInvestigationTerminals(void)
|
||||
* else conditions are unreachable so only 3 of the 4 terminals can be
|
||||
* selected as the destination.
|
||||
*/
|
||||
rand1 = random() % 3;
|
||||
rand2 = random() % 3;
|
||||
rand1 = rngRandom() % 3;
|
||||
rand2 = rngRandom() % 3;
|
||||
|
||||
if (cmd[8] == 0) {
|
||||
// Place the good terminal
|
||||
@@ -8740,17 +8740,17 @@ bool aiSayCiStaffQuip(void)
|
||||
s16 quip;
|
||||
|
||||
if (cmd[2] == CIQUIP_GREETING) {
|
||||
quip = g_CiGreetingQuips[g_Vars.chrdata->morale][random() % 3];
|
||||
quip = g_CiGreetingQuips[g_Vars.chrdata->morale][rngRandom() % 3];
|
||||
psPlayFromProp((s8)cmd[3], quip, 0, g_Vars.chrdata->prop, PSTYPE_CHRTALK, 0);
|
||||
}
|
||||
|
||||
if (cmd[2] == CIQUIP_MAIN) {
|
||||
quip = g_CiMainQuips[g_Vars.chrdata->morale][random() % 3];
|
||||
quip = g_CiMainQuips[g_Vars.chrdata->morale][rngRandom() % 3];
|
||||
psPlayFromProp((s8)cmd[3], quip, 0, g_Vars.chrdata->prop, PSTYPE_CHRTALK, 0);
|
||||
}
|
||||
|
||||
if (cmd[2] == CIQUIP_ANNOYED) {
|
||||
quip = g_CiAnnoyedQuips[g_Vars.chrdata->morale][random() % 3];
|
||||
quip = g_CiAnnoyedQuips[g_Vars.chrdata->morale][rngRandom() % 3];
|
||||
psPlayFromProp((s8)cmd[3], quip, 0, g_Vars.chrdata->prop, PSTYPE_CHRTALK, 0);
|
||||
}
|
||||
|
||||
@@ -8791,7 +8791,7 @@ bool aiDoPresetAnimation(void)
|
||||
};
|
||||
|
||||
if (cmd[2] == 255) {
|
||||
chrTryStartAnim(g_Vars.chrdata, anims[7 + (random() % 8)], 0, -1, 0, 15, 0.5);
|
||||
chrTryStartAnim(g_Vars.chrdata, anims[7 + (rngRandom() % 8)], 0, -1, 0, 15, 0.5);
|
||||
} else if (cmd[2] == 254) {
|
||||
struct prop *prop0 = chrGetHeldProp(g_Vars.chrdata, 1);
|
||||
struct prop *prop1 = chrGetHeldProp(g_Vars.chrdata, 0);
|
||||
@@ -8802,7 +8802,7 @@ bool aiDoPresetAnimation(void)
|
||||
chrTryStartAnim(g_Vars.chrdata, ANIM_FIX_GUN_JAM_HARD, 0, -1, 0, 5, 0.5);
|
||||
}
|
||||
} else if (cmd[2] == 3) {
|
||||
chrTryStartAnim(g_Vars.chrdata, anims[3 + (random() & 1)], 0, -1, 0, 15, 0.5);
|
||||
chrTryStartAnim(g_Vars.chrdata, anims[3 + (rngRandom() & 1)], 0, -1, 0, 15, 0.5);
|
||||
} else {
|
||||
chrTryStartAnim(g_Vars.chrdata, anims[cmd[2]], 0, -1, 0, 15, 0.5);
|
||||
}
|
||||
@@ -8951,9 +8951,9 @@ bool aiShuffleRuinsPillars(void)
|
||||
struct tag *ptr2 = tagFindById(cmd[3]);
|
||||
struct tag *ptr3 = tagFindById(cmd[4]);
|
||||
struct tag *src;
|
||||
u8 marked1index = random() % 5;
|
||||
u8 marked2index = random() % 5;
|
||||
u8 marked3index = random() % 5;
|
||||
u8 marked1index = rngRandom() % 5;
|
||||
u8 marked2index = rngRandom() % 5;
|
||||
u8 marked3index = rngRandom() % 5;
|
||||
u8 pillars[5];
|
||||
u8 mines[5];
|
||||
pillars[0] = cmd[5];
|
||||
@@ -8968,11 +8968,11 @@ bool aiShuffleRuinsPillars(void)
|
||||
mines[4] = cmd[17];
|
||||
|
||||
while (marked2index == marked1index) {
|
||||
marked2index = random() % 5;
|
||||
marked2index = rngRandom() % 5;
|
||||
}
|
||||
|
||||
while (marked3index == marked2index || marked3index == marked1index) {
|
||||
marked3index = random() % 5;
|
||||
marked3index = rngRandom() % 5;
|
||||
}
|
||||
|
||||
// Pillar/mine 1
|
||||
@@ -9132,7 +9132,7 @@ bool aiShufflePelagicSwitches(void)
|
||||
|
||||
for (i = 8; i < 16; i++) {
|
||||
tag = tagFindById(i);
|
||||
index = random() & 7;
|
||||
index = rngRandom() & 7;
|
||||
|
||||
if (buttonsdone[index] == 0) {
|
||||
// Switch has not yet been mapped
|
||||
@@ -9582,20 +9582,20 @@ bool aiSetDrCarollImages(void)
|
||||
if (drcaroll) {
|
||||
if (cmd[4] == 7) {
|
||||
if ((g_Vars.lvframenum % 4) == 2) {
|
||||
drcaroll->drcarollimage_left = random() % 6;
|
||||
drcaroll->drcarollimage_left = rngRandom() % 6;
|
||||
}
|
||||
} else if (cmd[4] == 8) {
|
||||
drcaroll->drcarollimage_left = random() % 6;
|
||||
drcaroll->drcarollimage_left = rngRandom() % 6;
|
||||
} else {
|
||||
drcaroll->drcarollimage_left = cmd[4];
|
||||
}
|
||||
|
||||
if (cmd[3] == 7) {
|
||||
if ((g_Vars.lvframenum % 4) == 2) {
|
||||
drcaroll->drcarollimage_right = random() % 6;
|
||||
drcaroll->drcarollimage_right = rngRandom() % 6;
|
||||
}
|
||||
} else if (cmd[3] == 8) {
|
||||
drcaroll->drcarollimage_right = random() % 6;
|
||||
drcaroll->drcarollimage_right = rngRandom() % 6;
|
||||
} else {
|
||||
drcaroll->drcarollimage_right = cmd[3];
|
||||
}
|
||||
|
||||
+24
-24
@@ -554,12 +554,12 @@ void creditsCreatePendingBgLayers(u32 mask)
|
||||
s32 shift = i * 8;
|
||||
|
||||
if (g_CreditsData->unk41b0[i] == 0) {
|
||||
g_CreditsData->bglayers[i + 2].type = random() % 12;
|
||||
g_CreditsData->bglayers[i + 2].type = rngRandom() % 12;
|
||||
g_CreditsData->bglayers[i + 2].rotspeed = creditsRandInRange(0.00223f);
|
||||
g_CreditsData->bglayers[i + 2].panspeed = creditsRandInRange(0.00223f);
|
||||
|
||||
if (((u8)(mask >> shift) & 2)) {
|
||||
g_CreditsData->bglayers[i + 2].confignum = random() % 6;
|
||||
g_CreditsData->bglayers[i + 2].confignum = rngRandom() % 6;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -642,20 +642,20 @@ void creditsResetParticles(void)
|
||||
tmp = RANDOMFRAC();
|
||||
g_CreditsData->particles[i].y = (tmp + tmp) * 3000.0f - 3000.0f;
|
||||
|
||||
g_CreditsData->particles[i].unk12 = random() % 4;
|
||||
g_CreditsData->particles[i].colourindex = random() % 4;
|
||||
g_CreditsData->particles[i].unk12 = rngRandom() % 4;
|
||||
g_CreditsData->particles[i].colourindex = rngRandom() % 4;
|
||||
g_CreditsData->particles[i].rotation = RANDOMFRAC() * M_BADTAU;
|
||||
|
||||
if (g_CreditsData->particleminsize < g_CreditsData->particlemaxsize) {
|
||||
g_CreditsData->particles[i].size = g_CreditsData->particleminsize
|
||||
+ (random() % (g_CreditsData->particlemaxsize - g_CreditsData->particleminsize));
|
||||
+ (rngRandom() % (g_CreditsData->particlemaxsize - g_CreditsData->particleminsize));
|
||||
} else {
|
||||
g_CreditsData->particles[i].size = g_CreditsData->particleminsize;
|
||||
}
|
||||
|
||||
g_CreditsData->particles[i].movetype = g_CreditsData->particlemovetype;
|
||||
|
||||
if (random() % 2 == 1) {
|
||||
if (rngRandom() % 2 == 1) {
|
||||
g_CreditsData->particles[i].confignum = g_CreditsData->particleconfignum1;
|
||||
} else {
|
||||
g_CreditsData->particles[i].confignum = g_CreditsData->particleconfignum2;
|
||||
@@ -685,12 +685,12 @@ void creditsTickParticles(void)
|
||||
} else {
|
||||
#if VERSION >= VERSION_NTSC_1_0
|
||||
if (RANDOMFRAC() < 0.007f && joyGetButtons(0, R_TRIG) == 0) {
|
||||
g_CreditsData->particlecolourindex1 = random() % 4;
|
||||
g_CreditsData->particlecolourindex1 = rngRandom() % 4;
|
||||
g_CreditsData->particlecolourweight = 0;
|
||||
}
|
||||
#else
|
||||
if (RANDOMFRAC() < 0.007f) {
|
||||
g_CreditsData->particlecolourindex1 = random() % 4;
|
||||
g_CreditsData->particlecolourindex1 = rngRandom() % 4;
|
||||
g_CreditsData->particlecolourweight = 0;
|
||||
}
|
||||
#endif
|
||||
@@ -698,28 +698,28 @@ void creditsTickParticles(void)
|
||||
|
||||
#if VERSION >= VERSION_NTSC_1_0
|
||||
if (RANDOMFRAC() < 0.002f && joyGetButtons(0, R_TRIG) == 0) {
|
||||
g_CreditsData->particlemovetype = random() % 5;
|
||||
g_CreditsData->particlemovetype = rngRandom() % 5;
|
||||
}
|
||||
#else
|
||||
if (RANDOMFRAC() < 0.002f) {
|
||||
g_CreditsData->particlemovetype = random() % 5;
|
||||
g_CreditsData->particlemovetype = rngRandom() % 5;
|
||||
}
|
||||
#endif
|
||||
|
||||
#if VERSION >= VERSION_NTSC_1_0
|
||||
if (joyGetButtonsPressedThisFrame(0, R_TRIG)) {
|
||||
g_CreditsData->particlemovetype = random() % 5;
|
||||
g_CreditsData->particlemovetype = rngRandom() % 5;
|
||||
|
||||
if (g_CreditsData->particlecolourindex1 < 0) {
|
||||
g_CreditsData->particlecolourindex1 = random() % 4;
|
||||
g_CreditsData->particlecolourindex1 = rngRandom() % 4;
|
||||
g_CreditsData->particlecolourweight = 0;
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
if (RANDOMFRAC() < 0.007f) {
|
||||
g_CreditsData->particleconfignum1 = random() % 2;
|
||||
g_CreditsData->particleconfignum2 = random() % 2;
|
||||
g_CreditsData->particleconfignum1 = rngRandom() % 2;
|
||||
g_CreditsData->particleconfignum2 = rngRandom() % 2;
|
||||
}
|
||||
|
||||
for (i = 0; i < ARRAYCOUNT(g_CreditsData->particles); i++) {
|
||||
@@ -744,20 +744,20 @@ void creditsTickParticles(void)
|
||||
if (g_CreditsData->particles[i].z > 0.0f) {
|
||||
g_CreditsData->particles[i].x = RANDOMFRAC() * 2.0f * 3000.0f - 3000.0f;
|
||||
g_CreditsData->particles[i].y = RANDOMFRAC() * 2.0f * 3000.0f - 3000.0f;
|
||||
g_CreditsData->particles[i].unk12 = random() % 4;
|
||||
g_CreditsData->particles[i].colourindex = random() % 4;
|
||||
g_CreditsData->particles[i].unk12 = rngRandom() % 4;
|
||||
g_CreditsData->particles[i].colourindex = rngRandom() % 4;
|
||||
g_CreditsData->particles[i].rotation = RANDOMFRAC() * M_BADTAU;
|
||||
|
||||
if (g_CreditsData->particleminsize < g_CreditsData->particlemaxsize) {
|
||||
g_CreditsData->particles[i].size = g_CreditsData->particleminsize
|
||||
+ random() % (g_CreditsData->particlemaxsize - g_CreditsData->particleminsize);
|
||||
+ rngRandom() % (g_CreditsData->particlemaxsize - g_CreditsData->particleminsize);
|
||||
} else {
|
||||
g_CreditsData->particles[i].size = g_CreditsData->particleminsize;
|
||||
}
|
||||
|
||||
g_CreditsData->particles[i].movetype = g_CreditsData->particlemovetype;
|
||||
|
||||
if (random() % 2 == 1) {
|
||||
if (rngRandom() % 2 == 1) {
|
||||
g_CreditsData->particles[i].confignum = g_CreditsData->particleconfignum1;
|
||||
} else {
|
||||
g_CreditsData->particles[i].confignum = g_CreditsData->particleconfignum2;
|
||||
@@ -998,7 +998,7 @@ Gfx *creditsDrawBackgroundText(Gfx *gdl, s32 x, s32 y, char *text, struct fontch
|
||||
f32 f24 = i * 0.2f + g_CreditsParticleRotationFrac * 10.0f * M_BADTAU + sp98;
|
||||
f32 f26 = i * 0.1f * (spread + 0.5f) + 1.0f;
|
||||
|
||||
if ((random() % 256) == 1) {
|
||||
if ((rngRandom() % 256) == 1) {
|
||||
f26 *= 10.0f;
|
||||
}
|
||||
|
||||
@@ -1075,7 +1075,7 @@ void creditsResetSlides(void)
|
||||
}
|
||||
|
||||
for (i = 0; i < NUM_CORE_TEAM; i++) {
|
||||
s32 index = random() % (NUM_CORE_TEAM - i);
|
||||
s32 index = rngRandom() % (NUM_CORE_TEAM - i);
|
||||
|
||||
g_CreditsData->coreteammap[i + 1] = pool[index];
|
||||
|
||||
@@ -1348,7 +1348,7 @@ void creditsTickSlide(void)
|
||||
} while (credit && credit->more && g_CreditsData->numthisslide < 4);
|
||||
|
||||
for (i = 0; i < ARRAYCOUNT(g_CreditsData->unk41a8); i++) {
|
||||
g_CreditsData->unk41a8[i] = random() % 3 | random() % 3 << 2 | random() % 16 << 4;
|
||||
g_CreditsData->unk41a8[i] = rngRandom() % 3 | rngRandom() % 3 << 2 | rngRandom() % 16 << 4;
|
||||
}
|
||||
|
||||
creditsCreatePendingBgLayers(0xffffffff);
|
||||
@@ -1656,10 +1656,10 @@ Gfx *creditsDrawSlide(Gfx *gdl)
|
||||
}
|
||||
|
||||
// Apply random flicker
|
||||
if (settled && random() % (g_CreditsData->numthisslide * 16) == 1) {
|
||||
if (settled && rngRandom() % (g_CreditsData->numthisslide * 16) == 1) {
|
||||
transfrac = RANDOMFRAC() * 0.05f;
|
||||
hdir = random() % 3;
|
||||
vdir = random() % 3;
|
||||
hdir = rngRandom() % 3;
|
||||
vdir = rngRandom() % 3;
|
||||
}
|
||||
|
||||
extray = 120 - cury / 2;
|
||||
|
||||
+9
-9
@@ -425,7 +425,7 @@ void roomInitLights(s32 roomnum)
|
||||
#if VERSION < VERSION_NTSC_1_0
|
||||
if (cheatIsActive(CHEAT_PERFECTDARKNESS)) {
|
||||
light->brightness = 0;
|
||||
light->sparkable = (random() % 2) ? true : false;
|
||||
light->sparkable = (rngRandom() % 2) ? true : false;
|
||||
light->healthy = false;
|
||||
light->on = false;
|
||||
light->sparking = false;
|
||||
@@ -526,7 +526,7 @@ void roomSetLightsFaulty(s32 roomnum, s32 chance)
|
||||
|
||||
if (g_Rooms[roomnum].numlights) {
|
||||
for (i = 0; i < g_Rooms[roomnum].numlights; i++) {
|
||||
if ((random() % 100) < chance) {
|
||||
if ((rngRandom() % 100) < chance) {
|
||||
light->healthy = false;
|
||||
light->on = false;
|
||||
}
|
||||
@@ -980,9 +980,9 @@ bool lightTickBroken(s32 roomnum, s32 lightnum)
|
||||
}
|
||||
|
||||
if (light->sparking) {
|
||||
if ((random() % 8) == 0) {
|
||||
if ((rngRandom() % 8) == 0) {
|
||||
light->sparking = false;
|
||||
} else if ((random() % 2) == 0) {
|
||||
} else if ((rngRandom() % 2) == 0) {
|
||||
struct coord spc8;
|
||||
struct coord spbc;
|
||||
struct coord spb0;
|
||||
@@ -1036,7 +1036,7 @@ bool lightTickBroken(s32 roomnum, s32 lightnum)
|
||||
|
||||
room = (void *) (roomnum * sizeof(struct bgroom));
|
||||
|
||||
switch (random() % 4) {
|
||||
switch (rngRandom() % 4) {
|
||||
case 0:
|
||||
if (roomnum && roomnum && roomnum);
|
||||
sparktype = SPARKTYPE_LIGHT1;
|
||||
@@ -1061,7 +1061,7 @@ bool lightTickBroken(s32 roomnum, s32 lightnum)
|
||||
|
||||
sparksCreate(roomnum, NULL, ¢re, &spa4, &sp8c, sparktype);
|
||||
|
||||
if ((random() % 4) == 0) {
|
||||
if ((rngRandom() % 4) == 0) {
|
||||
smokerooms[0] = roomnum;
|
||||
smokerooms[1] = -1;
|
||||
|
||||
@@ -1073,7 +1073,7 @@ bool lightTickBroken(s32 roomnum, s32 lightnum)
|
||||
return true;
|
||||
}
|
||||
} else {
|
||||
if ((random() % 80) == 0) {
|
||||
if ((rngRandom() % 80) == 0) {
|
||||
light->sparking = true;
|
||||
}
|
||||
}
|
||||
@@ -1125,7 +1125,7 @@ void lightsConfigureForPerfectDarknessCutscene(void)
|
||||
g_Rooms[i].lightop_to_frac = 0.5f;
|
||||
|
||||
for (j = 0; j < g_Rooms[i].numlights; j++) {
|
||||
light->sparkable = random() % 2 ? true : false;
|
||||
light->sparkable = rngRandom() % 2 ? true : false;
|
||||
light->healthy = true;
|
||||
light->on = true;
|
||||
light->sparking = false;
|
||||
@@ -1150,7 +1150,7 @@ void lightsConfigureForPerfectDarknessGameplay(void)
|
||||
g_Rooms[i].lightop_to_frac = 0;
|
||||
|
||||
for (j = 0; j < g_Rooms[i].numlights; j++) {
|
||||
light->sparkable = random() % 2 ? true : false;
|
||||
light->sparkable = rngRandom() % 2 ? true : false;
|
||||
light->healthy = false;
|
||||
light->on = false;
|
||||
light->sparking = false;
|
||||
|
||||
@@ -259,7 +259,7 @@ bool explosionCreate(struct prop *sourceprop, struct coord *exppos, RoomNum *exp
|
||||
f32 sum = xdist * xdist + ydist * ydist + zdist * zdist;
|
||||
|
||||
if (sum * lodscale * lodscale > 400 * 400) {
|
||||
if (random() % 2 == 0) {
|
||||
if (rngRandom() % 2 == 0) {
|
||||
if (sourceprop) {
|
||||
smokeCreateSimple(&sourceprop->pos, sourceprop->rooms, g_ExplosionTypes[type].smoketype);
|
||||
} else {
|
||||
@@ -711,7 +711,7 @@ void explosionInflictDamage(struct prop *expprop)
|
||||
|
||||
// Flicker room lighting
|
||||
for (i = 0; expprop->rooms[i] != -1; i++) {
|
||||
if (random() % 2048 <= 240) {
|
||||
if (rngRandom() % 2048 <= 240) {
|
||||
roomFlashLighting(expprop->rooms[i], type->rangeh, 255);
|
||||
}
|
||||
}
|
||||
@@ -1191,7 +1191,7 @@ u32 explosionTick(struct prop *prop)
|
||||
// Create smoke
|
||||
if (((exp->age == TICKS(15) && exp->type == EXPLOSIONTYPE_GASBARREL)
|
||||
|| (exp->age == maxage - TICKS(20) && exp->type != EXPLOSIONTYPE_GASBARREL))
|
||||
&& (exp->type != EXPLOSIONTYPE_BULLETHOLE || (random() % 2) == 0)) {
|
||||
&& (exp->type != EXPLOSIONTYPE_BULLETHOLE || (rngRandom() % 2) == 0)) {
|
||||
if (exp->source) {
|
||||
smokeCreateSimple(&exp->source->pos, exp->source->rooms, type->smoketype);
|
||||
} else {
|
||||
|
||||
+1
-1
@@ -139,7 +139,7 @@ s32 footstepChooseSound(struct chrdata *chr, s32 footstepindex)
|
||||
running = footstepIsRunning(g_FootstepAnims[footstepindex].animnum);
|
||||
|
||||
do {
|
||||
rand = random() % 8;
|
||||
rand = rngRandom() % 8;
|
||||
index = (running ? 2 : 0) + (rand & 5) + floortype * 8;
|
||||
} while (index == chr->lastfootsample);
|
||||
|
||||
|
||||
+2
-2
@@ -1820,7 +1820,7 @@ u8 func0007_alerted[] = {
|
||||
/**
|
||||
* Pseudocode for the below logic:
|
||||
*
|
||||
* rand = random()
|
||||
* rand = rngRandom()
|
||||
* if rand < 10
|
||||
* gun jammed
|
||||
* else if rand <= 64
|
||||
@@ -1832,7 +1832,7 @@ u8 func0007_alerted[] = {
|
||||
* goto regular_attack
|
||||
* else
|
||||
* regular_attack:
|
||||
* if random() > 50
|
||||
* if rngRandom() > 50
|
||||
* stand or kneel attack (50% chance each)
|
||||
* else
|
||||
* walk or roll attack (50% chance each)
|
||||
|
||||
@@ -72,7 +72,7 @@ void menuTickTimers(void)
|
||||
|
||||
if (checksum != CHECKSUM_PLACEHOLDER) {
|
||||
u32 *ptr = (u32 *)&bgReset;
|
||||
ptr += random() % 0x40;
|
||||
ptr += rngRandom() % 0x40;
|
||||
end = &ptr[4];
|
||||
|
||||
while (ptr < end) {
|
||||
|
||||
+7
-7
@@ -361,10 +361,10 @@ Gfx *beamRender(Gfx *gdl, struct beam *beam, bool arg2, u8 arg3)
|
||||
sp130 = 10.0f;
|
||||
texconfig = &g_TexLaserConfigs[0];
|
||||
|
||||
colours[0].a = 150 + (random() % 50);
|
||||
colours[0].a = 150 + (rngRandom() % 50);
|
||||
|
||||
if ((random() % 5) == 0) {
|
||||
colours[0].r = colours[0].g = 255 - (random() % 100);
|
||||
if ((rngRandom() % 5) == 0) {
|
||||
colours[0].r = colours[0].g = 255 - (rngRandom() % 100);
|
||||
}
|
||||
} else {
|
||||
sp130 = 30.0f;
|
||||
@@ -738,8 +738,8 @@ void casingCreateForHand(s32 handnum, f32 ground, Mtxf *mtx)
|
||||
}
|
||||
}
|
||||
|
||||
sp5c = ((s32)((random() >> 24) * magic) >> 10) + magic;
|
||||
f0 = (random() % sp5c) / PALUP((f32) (OS_CPU_COUNTER / 60));
|
||||
sp5c = ((s32)((rngRandom() >> 24) * magic) >> 10) + magic;
|
||||
f0 = (rngRandom() % sp5c) / PALUP((f32) (OS_CPU_COUNTER / 60));
|
||||
|
||||
newyspeed = casing->speed.y - f0 * 0.2777778f;
|
||||
|
||||
@@ -795,8 +795,8 @@ void casingCreateForHand(s32 handnum, f32 ground, Mtxf *mtx)
|
||||
}
|
||||
}
|
||||
|
||||
sp4c = ((s32) ((random() >> 24) * magic) >> 10) + magic;
|
||||
f0 = (random() % sp4c) / PALUP((f32) (OS_CPU_COUNTER / 60));
|
||||
sp4c = ((s32) ((rngRandom() >> 24) * magic) >> 10) + magic;
|
||||
f0 = (rngRandom() % sp4c) / PALUP((f32) (OS_CPU_COUNTER / 60));
|
||||
|
||||
newyspeed = casing->speed.y - f0 * 0.2777778f;
|
||||
|
||||
|
||||
+2
-2
@@ -1433,7 +1433,7 @@ Gfx *lvRender(Gfx *gdl)
|
||||
g_CutsceneStaticTimer -= g_Vars.diffframe60;
|
||||
|
||||
if (g_CutsceneStaticTimer < 0) {
|
||||
g_CutsceneStaticTimer = random() % TICKS(200) + TICKS(40);
|
||||
g_CutsceneStaticTimer = rngRandom() % TICKS(200) + TICKS(40);
|
||||
g_CutsceneStaticActive = false;
|
||||
}
|
||||
|
||||
@@ -1450,7 +1450,7 @@ Gfx *lvRender(Gfx *gdl)
|
||||
|
||||
// Consider a single frame of static, separate
|
||||
// to the main static above
|
||||
if (random() % 60 == 1) {
|
||||
if (rngRandom() % 60 == 1) {
|
||||
cutscenestatic = 255;
|
||||
sndStart(var80095200, SFX_INFIL_STATIC_SHORT, NULL, -1, -1, -1, -1, -1);
|
||||
}
|
||||
|
||||
+26
-26
@@ -1201,13 +1201,13 @@ void mpApplyWeaponSet(void)
|
||||
s32 numoptions = mpGetNumWeaponOptions();
|
||||
|
||||
for (i = 0; i < ARRAYCOUNT(g_MpSetup.weapons); i++) {
|
||||
mpSetWeaponSlot(i, random() % numoptions);
|
||||
mpSetWeaponSlot(i, rngRandom() % numoptions);
|
||||
}
|
||||
} else if (g_MpWeaponSetNum == WEAPONSET_RANDOMFIVE) {
|
||||
s32 numoptions = mpGetNumWeaponOptions() - 2;
|
||||
|
||||
for (i = 0; i < 5; i++) {
|
||||
mpSetWeaponSlot(i, random() % numoptions + 1);
|
||||
mpSetWeaponSlot(i, rngRandom() % numoptions + 1);
|
||||
}
|
||||
|
||||
mpSetWeaponSlot(i, mpGetNumWeaponOptions() - 1);
|
||||
@@ -1387,7 +1387,7 @@ s32 mpFindMaxInt(s32 numplayers, s32 val0, s32 val1, s32 val2, s32 val3)
|
||||
s32 bestplayer = 0;
|
||||
|
||||
if (numplayers >= 2) {
|
||||
if (val1 > bestvalue || (val1 == bestvalue && (random() % 2))) {
|
||||
if (val1 > bestvalue || (val1 == bestvalue && (rngRandom() % 2))) {
|
||||
bestplayer = 1;
|
||||
bestvalue = val1;
|
||||
} else {
|
||||
@@ -1396,13 +1396,13 @@ s32 mpFindMaxInt(s32 numplayers, s32 val0, s32 val1, s32 val2, s32 val3)
|
||||
}
|
||||
|
||||
if (numplayers >= 3) {
|
||||
if (val2 > bestvalue || (val2 == bestvalue && (random() % 2))) {
|
||||
if (val2 > bestvalue || (val2 == bestvalue && (rngRandom() % 2))) {
|
||||
bestplayer = 2;
|
||||
bestvalue = val2;
|
||||
}
|
||||
|
||||
if (numplayers >= 4) {
|
||||
if (val3 > bestvalue || (val3 == bestvalue && (random() % 2))) {
|
||||
if (val3 > bestvalue || (val3 == bestvalue && (rngRandom() % 2))) {
|
||||
bestplayer = 3;
|
||||
}
|
||||
}
|
||||
@@ -1418,7 +1418,7 @@ s32 mpFindMinInt(s32 numplayers, s32 val0, s32 val1, s32 val2, s32 val3)
|
||||
s32 bestplayer = 0;
|
||||
|
||||
if (numplayers >= 2) {
|
||||
if (val1 < bestvalue || (val1 == bestvalue && (random() % 2))) {
|
||||
if (val1 < bestvalue || (val1 == bestvalue && (rngRandom() % 2))) {
|
||||
bestplayer = 1;
|
||||
bestvalue = val1;
|
||||
} else {
|
||||
@@ -1427,13 +1427,13 @@ s32 mpFindMinInt(s32 numplayers, s32 val0, s32 val1, s32 val2, s32 val3)
|
||||
}
|
||||
|
||||
if (numplayers >= 3) {
|
||||
if (val2 < bestvalue || (val2 == bestvalue && (random() % 2))) {
|
||||
if (val2 < bestvalue || (val2 == bestvalue && (rngRandom() % 2))) {
|
||||
bestplayer = 2;
|
||||
bestvalue = val2;
|
||||
}
|
||||
|
||||
if (numplayers >= 4) {
|
||||
if (val3 < bestvalue || (val3 == bestvalue && (random() % 2))) {
|
||||
if (val3 < bestvalue || (val3 == bestvalue && (rngRandom() % 2))) {
|
||||
bestplayer = 3;
|
||||
}
|
||||
}
|
||||
@@ -1451,7 +1451,7 @@ s32 mpFindMaxFloat(s32 numplayers, f32 val0, f32 val1, f32 val2, f32 val3)
|
||||
s32 bestplayer = 0;
|
||||
|
||||
if (numplayers >= 2) {
|
||||
if (val1 > val0 || (val1 == val0 && (random() % 2))) {
|
||||
if (val1 > val0 || (val1 == val0 && (rngRandom() % 2))) {
|
||||
bestplayer = 1;
|
||||
bestvalue = val1;
|
||||
} else {
|
||||
@@ -1460,13 +1460,13 @@ s32 mpFindMaxFloat(s32 numplayers, f32 val0, f32 val1, f32 val2, f32 val3)
|
||||
}
|
||||
|
||||
if (numplayers >= 3) {
|
||||
if (val2 > bestvalue || (val2 == bestvalue && (random() % 2))) {
|
||||
if (val2 > bestvalue || (val2 == bestvalue && (rngRandom() % 2))) {
|
||||
bestplayer = 2;
|
||||
bestvalue = val2;
|
||||
}
|
||||
|
||||
if (numplayers >= 4) {
|
||||
if (val3 > bestvalue || (val3 == bestvalue && (random() % 2))) {
|
||||
if (val3 > bestvalue || (val3 == bestvalue && (rngRandom() % 2))) {
|
||||
bestplayer = 3;
|
||||
}
|
||||
}
|
||||
@@ -1486,7 +1486,7 @@ s32 mpFindMinFloat(s32 numplayers, f32 val0, f32 val1, f32 val2, f32 val3)
|
||||
if (numplayers >= 2) {
|
||||
if (val0);
|
||||
|
||||
if (val1 < val0 || (val1 == val0 && (random() % 2))) {
|
||||
if (val1 < val0 || (val1 == val0 && (rngRandom() % 2))) {
|
||||
bestplayer = 1;
|
||||
bestvalue = val1;
|
||||
} else {
|
||||
@@ -1495,13 +1495,13 @@ s32 mpFindMinFloat(s32 numplayers, f32 val0, f32 val1, f32 val2, f32 val3)
|
||||
}
|
||||
|
||||
if (numplayers >= 3) {
|
||||
if (val2 < bestvalue || (val2 == bestvalue && (random() % 2))) {
|
||||
if (val2 < bestvalue || (val2 == bestvalue && (rngRandom() % 2))) {
|
||||
bestplayer = 2;
|
||||
bestvalue = val2;
|
||||
}
|
||||
|
||||
if (numplayers >= 4) {
|
||||
if (val3 < bestvalue || (val3 == bestvalue && (random() % 2))) {
|
||||
if (val3 < bestvalue || (val3 == bestvalue && (rngRandom() % 2))) {
|
||||
bestplayer = 3;
|
||||
}
|
||||
}
|
||||
@@ -2317,11 +2317,11 @@ void mpCalculateAwards(void)
|
||||
numdone = 1;
|
||||
}
|
||||
|
||||
awardindex = random() % 17;
|
||||
awardindex = rngRandom() % 17;
|
||||
}
|
||||
|
||||
while (numdone < 2) {
|
||||
awardindex = random() % 17;
|
||||
awardindex = rngRandom() % 17;
|
||||
|
||||
if (metrics[i].awards & (1 << awardindex)) {
|
||||
metrics[i].awards &= ~(1 << awardindex);
|
||||
@@ -2586,9 +2586,9 @@ s32 mpGetMpheadnumByMpbodynum(s32 mpbodynum)
|
||||
|
||||
if (headnum == 1000) {
|
||||
if (g_HeadsAndBodies[g_MpBodies[mpbodynum].bodynum].ismale) {
|
||||
headnum = g_MpMaleHeads[random() % ARRAYCOUNT(g_MpMaleHeads)];
|
||||
headnum = g_MpMaleHeads[rngRandom() % ARRAYCOUNT(g_MpMaleHeads)];
|
||||
} else {
|
||||
headnum = g_MpFemaleHeads[random() % ARRAYCOUNT(g_MpFemaleHeads)];
|
||||
headnum = g_MpFemaleHeads[rngRandom() % ARRAYCOUNT(g_MpFemaleHeads)];
|
||||
}
|
||||
}
|
||||
|
||||
@@ -2611,8 +2611,8 @@ void mpFindUnusedHeadAndBody(u8 *mpheadnum, u8 *mpbodynum)
|
||||
|
||||
do {
|
||||
available = true;
|
||||
trympheadnum = random() % ARRAYCOUNT(g_MpHeads);
|
||||
trympbodynum = random() % ARRAYCOUNT(g_MpBodies);
|
||||
trympheadnum = rngRandom() % ARRAYCOUNT(g_MpHeads);
|
||||
trympbodynum = rngRandom() % ARRAYCOUNT(g_MpBodies);
|
||||
|
||||
for (i = 0; i < MAX_MPCHRS; i++) {
|
||||
if (g_MpSetup.chrslots & (1 << i)) {
|
||||
@@ -2637,7 +2637,7 @@ void mpFindUnusedHeadAndBody(u8 *mpheadnum, u8 *mpbodynum)
|
||||
|
||||
s32 mpChooseRandomLockPlayer(void)
|
||||
{
|
||||
s32 start = random() % 4;
|
||||
s32 start = rngRandom() % 4;
|
||||
s32 i;
|
||||
|
||||
for (i = (start + 1) % 4;; i = (i + 1) % 4) {
|
||||
@@ -2893,7 +2893,7 @@ void mpRandomiseMultiTracks(void)
|
||||
s32 i;
|
||||
|
||||
for (i = 0; i != ARRAYCOUNT(g_BossFile.multipletracknums); i++) {
|
||||
g_BossFile.multipletracknums[i] = random();
|
||||
g_BossFile.multipletracknums[i] = rngRandom();
|
||||
}
|
||||
}
|
||||
|
||||
@@ -2928,7 +2928,7 @@ s32 mpChooseTrack(void)
|
||||
|
||||
if (numselected == 0) {
|
||||
do {
|
||||
tracknum = mpGetTrackNumAtSlotIndex(random() % numunlocked);
|
||||
tracknum = mpGetTrackNumAtSlotIndex(rngRandom() % numunlocked);
|
||||
} while (tracknum == g_MpLockInfo.unk04);
|
||||
|
||||
g_MpLockInfo.unk04 = tracknum;
|
||||
@@ -2938,7 +2938,7 @@ s32 mpChooseTrack(void)
|
||||
}
|
||||
|
||||
do {
|
||||
s32 selectionindex = random() % numselected;
|
||||
s32 selectionindex = rngRandom() % numselected;
|
||||
s32 selectioncount = 0;
|
||||
tracknum = -1;
|
||||
|
||||
@@ -2972,7 +2972,7 @@ s32 mpChooseTrack(void)
|
||||
s32 numunlocked = mpGetNumUnlockedTracks();
|
||||
|
||||
do {
|
||||
tracknum = mpGetTrackNumAtSlotIndex(random() % numunlocked);
|
||||
tracknum = mpGetTrackNumAtSlotIndex(rngRandom() % numunlocked);
|
||||
} while (tracknum == g_MpLockInfo.unk04);
|
||||
|
||||
g_MpLockInfo.unk04 = tracknum;
|
||||
@@ -3093,7 +3093,7 @@ void mpCreateBotFromProfile(s32 botnum, u8 profilenum)
|
||||
g_BotConfigsArray[botnum].base.team = team;
|
||||
|
||||
while (!available) {
|
||||
headnum = g_BotHeads[random() % ARRAYCOUNT(g_BotHeads)];
|
||||
headnum = g_BotHeads[rngRandom() % ARRAYCOUNT(g_BotHeads)];
|
||||
available = true;
|
||||
|
||||
for (i = 0; i < MAX_MPCHRS; i++) {
|
||||
|
||||
@@ -254,7 +254,7 @@ void ctcInitProps(void)
|
||||
|
||||
for (i = 0; i != ARRAYCOUNT(g_ScenarioData.ctc.teamindexes); i++) {
|
||||
do {
|
||||
g_ScenarioData.ctc.teamindexes[i] = random() % 4;
|
||||
g_ScenarioData.ctc.teamindexes[i] = rngRandom() % 4;
|
||||
} while (teamsdone[g_ScenarioData.ctc.teamindexes[i]]);
|
||||
|
||||
teamsdone[g_ScenarioData.ctc.teamindexes[i]] = true;
|
||||
|
||||
@@ -272,13 +272,13 @@ void htbCreateUplink(void)
|
||||
}
|
||||
|
||||
if (count > 0) {
|
||||
count = random() % count;
|
||||
count = rngRandom() % count;
|
||||
var800869ec = candidates[count];
|
||||
var800869ec->hidden |= OBJHFLAG_DELETING;
|
||||
var800869ec->hidden2 |= OBJH2FLAG_CANREGEN;
|
||||
padnum = var800869ec->pad;
|
||||
} else if (g_ScenarioData.htm.numpads > 0) {
|
||||
padnum = g_ScenarioData.htm.padnums[random() % g_ScenarioData.htm.numpads];
|
||||
padnum = g_ScenarioData.htm.padnums[rngRandom() % g_ScenarioData.htm.numpads];
|
||||
} else {
|
||||
padnum = 0;
|
||||
}
|
||||
@@ -334,7 +334,7 @@ void htmInitProps(void)
|
||||
s32 padnum;
|
||||
|
||||
do {
|
||||
rand = random() % data->numpads;
|
||||
rand = rngRandom() % data->numpads;
|
||||
padnum = data->padnums[rand];
|
||||
} while (padnum <= 0);
|
||||
|
||||
|
||||
@@ -274,13 +274,13 @@ void htbCreateToken(void)
|
||||
|
||||
// Choose the candidate and remove it
|
||||
if (count > 0) {
|
||||
count = random() % count;
|
||||
count = rngRandom() % count;
|
||||
var800869ec = candidates[count];
|
||||
g_ScenarioData.htb.tokenpad = var800869ec->pad;
|
||||
var800869ec->hidden |= OBJHFLAG_DELETING;
|
||||
var800869ec->hidden2 |= OBJH2FLAG_CANREGEN;
|
||||
} else if (g_ScenarioData.htb.nextindex > 0) {
|
||||
g_ScenarioData.htb.tokenpad = g_ScenarioData.htb.padnums[random() % g_ScenarioData.htb.nextindex];
|
||||
g_ScenarioData.htb.tokenpad = g_ScenarioData.htb.padnums[rngRandom() % g_ScenarioData.htb.nextindex];
|
||||
} else {
|
||||
g_ScenarioData.htb.tokenpad = 0;
|
||||
}
|
||||
|
||||
@@ -221,7 +221,7 @@ void kohInitProps(void)
|
||||
struct pad pad;
|
||||
|
||||
if (g_ScenarioData.koh.hillcount > 1) {
|
||||
g_ScenarioData.koh.hillindex = random() % g_ScenarioData.koh.hillcount;
|
||||
g_ScenarioData.koh.hillindex = rngRandom() % g_ScenarioData.koh.hillcount;
|
||||
pad_id = g_ScenarioData.koh.hillpads[g_ScenarioData.koh.hillindex];
|
||||
} else {
|
||||
// @bug: If a stage setup file only has one hill, pad_id is not assigned
|
||||
@@ -311,7 +311,7 @@ void kohTick(void)
|
||||
previndex = g_ScenarioData.koh.hillindex;
|
||||
|
||||
do {
|
||||
g_ScenarioData.koh.hillindex = random() % g_ScenarioData.koh.hillcount;
|
||||
g_ScenarioData.koh.hillindex = rngRandom() % g_ScenarioData.koh.hillcount;
|
||||
} while (g_ScenarioData.koh.hillindex == previndex);
|
||||
|
||||
padnum = g_ScenarioData.koh.hillpads[g_ScenarioData.koh.hillindex];
|
||||
|
||||
@@ -170,7 +170,7 @@ void pacReset(void)
|
||||
|
||||
while (i < g_MpNumChrs) {
|
||||
bool isnew;
|
||||
s32 victimplayernum = random() % g_MpNumChrs;
|
||||
s32 victimplayernum = rngRandom() % g_MpNumChrs;
|
||||
|
||||
for (j = 0, isnew = true; j < i; j++) {
|
||||
if (data->victims[j] == victimplayernum) {
|
||||
|
||||
@@ -136,7 +136,7 @@ s16 mpChooseRandomStage(void)
|
||||
}
|
||||
}
|
||||
|
||||
index = random() % numchallengescomplete;
|
||||
index = rngRandom() % numchallengescomplete;
|
||||
|
||||
for (i = 0; i < 16; i++) {
|
||||
if (challengeIsFeatureUnlocked(g_MpArenas[i].requirefeature)) {
|
||||
@@ -3332,7 +3332,7 @@ MenuItemHandlerResult menuhandlerMpNTeams(s32 operation, struct menuitem *item,
|
||||
s32 somevalue = (numchrs + numteams - 1) / numteams;
|
||||
s32 teamsremaining = numteams;
|
||||
s32 chrsremaining = numchrs;
|
||||
s32 start = random() % numchrs;
|
||||
s32 start = rngRandom() % numchrs;
|
||||
|
||||
s32 i;
|
||||
s32 teamnum;
|
||||
@@ -3355,7 +3355,7 @@ MenuItemHandlerResult menuhandlerMpNTeams(s32 operation, struct menuitem *item,
|
||||
#endif
|
||||
|
||||
if (teamsremaining >= chrsremaining) {
|
||||
teamnum = random() % numteams;
|
||||
teamnum = rngRandom() % numteams;
|
||||
|
||||
while (true) {
|
||||
if (array[teamnum] == 0) {
|
||||
@@ -3370,7 +3370,7 @@ MenuItemHandlerResult menuhandlerMpNTeams(s32 operation, struct menuitem *item,
|
||||
}
|
||||
}
|
||||
} else {
|
||||
teamnum = random() % numteams;
|
||||
teamnum = rngRandom() % numteams;
|
||||
|
||||
while (true) {
|
||||
if (array[teamnum] < somevalue) {
|
||||
|
||||
@@ -117,7 +117,7 @@ void tagsReset(void)
|
||||
// Read 4KB from a random ROM location within 128KB from the start of
|
||||
// the ROM, and write it to a random memory location between 0x80010000
|
||||
// and 0x80030ff8. This will corrupt instructions in the lib segment.
|
||||
dmaExec((u8 *)((random() & 0x1fff8) + 0x80010000), random() & 0x1fffe, 0x1000);
|
||||
dmaExec((u8 *)((rngRandom() & 0x1fff8) + 0x80010000), rngRandom() & 0x1fffe, 0x1000);
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
@@ -272,7 +272,7 @@ struct waygroup *waygroupChooseNeighbour(s32 *groupnums, s32 step, u32 ignoremas
|
||||
}
|
||||
|
||||
if (!g_NavSeed[0] && !g_NavSeed[1]) {
|
||||
if (random() % 2 == 0) {
|
||||
if (rngRandom() % 2 == 0) {
|
||||
break;
|
||||
}
|
||||
} else {
|
||||
@@ -416,7 +416,7 @@ struct waypoint *waypointChooseNeighbour(s32 *pointnums, s32 step, s32 groupnum,
|
||||
}
|
||||
|
||||
if (!g_NavSeed[0] && !g_NavSeed[1]) {
|
||||
if (random() % 2 == 0) {
|
||||
if (rngRandom() % 2 == 0) {
|
||||
break;
|
||||
}
|
||||
} else {
|
||||
@@ -610,7 +610,7 @@ void waypointFindSegmentIntoGroup(struct waygroup *fromgroup, struct waygroup *t
|
||||
}
|
||||
|
||||
if (!g_NavSeed[0] && !g_NavSeed[1]) {
|
||||
if (random() % 2 == 0) {
|
||||
if (rngRandom() % 2 == 0) {
|
||||
break;
|
||||
}
|
||||
} else {
|
||||
@@ -697,7 +697,7 @@ struct waypoint *waypointFindRandomAtStep(s32 *pointnums, s32 step)
|
||||
len++;
|
||||
}
|
||||
|
||||
randomindex = random() % len;
|
||||
randomindex = rngRandom() % len;
|
||||
|
||||
for (i = randomindex; i < len; i++) {
|
||||
struct waypoint *point = &g_StageSetup.waypoints[WPSEG_GET_ID(pointnums[i])];
|
||||
@@ -728,7 +728,7 @@ struct waygroup *waygroupFindRandomAtStep(s32 *groupnums, s32 step)
|
||||
len++;
|
||||
}
|
||||
|
||||
randomindex = random() % len;
|
||||
randomindex = rngRandom() % len;
|
||||
|
||||
for (i = randomindex; i < len; i++) {
|
||||
struct waygroup *group = &g_StageSetup.waygroups[WPSEG_GET_ID(groupnums[i])];
|
||||
|
||||
+5
-5
@@ -370,7 +370,7 @@ u32 pakGenerateSerial(s8 device)
|
||||
}
|
||||
|
||||
value = g_Paks[device].unk2c8;
|
||||
rand = (random() % 496) + 16; // range 16-511
|
||||
rand = (rngRandom() % 496) + 16; // range 16-511
|
||||
count = osGetCount();
|
||||
|
||||
return value ^ rand ^ count;
|
||||
@@ -2546,7 +2546,7 @@ s32 pakRepairFilesystem(s8 device)
|
||||
}
|
||||
#else
|
||||
if (device != SAVEDEVICE_GAMEPAK && g_Paks[device].serial == 0) {
|
||||
g_Paks[device].serial = 0x10 + random() % 0x1ff0;
|
||||
g_Paks[device].serial = 0x10 + rngRandom() % 0x1ff0;
|
||||
return 0;
|
||||
}
|
||||
#endif
|
||||
@@ -2572,7 +2572,7 @@ void pakCorrupt(void)
|
||||
|
||||
for (i = 0; fileids[i] != 0; i++) {
|
||||
for (j = 0; j < 8; j++) {
|
||||
payload[j] = random() & 0xff;
|
||||
payload[j] = rngRandom() & 0xff;
|
||||
}
|
||||
|
||||
address = pakFindFile(SAVEDEVICE_GAMEPAK, fileids[i], &header);
|
||||
@@ -3427,7 +3427,7 @@ s32 pakCreateFilesystem(s8 device)
|
||||
s32 i;
|
||||
|
||||
for (i = 0; i < 32; i++) {
|
||||
data[i] = random() & 0xff;
|
||||
data[i] = rngRandom() & 0xff;
|
||||
}
|
||||
|
||||
address = pakGetAlignedFileLenByBodyLen(device, pakGetBodyLenByType(device, PAKFILETYPE_TERMINATOR));
|
||||
@@ -3436,7 +3436,7 @@ s32 pakCreateFilesystem(s8 device)
|
||||
#if VERSION >= VERSION_NTSC_1_0
|
||||
g_Paks[device].serial = pakGenerateSerial(device);
|
||||
#else
|
||||
g_Paks[device].serial = 0x10 + random() % 0x1ff0;
|
||||
g_Paks[device].serial = 0x10 + rngRandom() % 0x1ff0;
|
||||
#endif
|
||||
g_Paks[device].headercachecount = 0;
|
||||
|
||||
|
||||
+10
-10
@@ -324,7 +324,7 @@ f32 playerChooseSpawnLocation(f32 chrradius, struct coord *dstpos, RoomNum *dstr
|
||||
// Look for pads that aren't bad (and therefore aren't very bad either) and
|
||||
// are at least 10m away. For each pad added, set their distance to -1 so
|
||||
// they don't get reused later.
|
||||
i = random() % numpads;
|
||||
i = rngRandom() % numpads;
|
||||
p = i; \
|
||||
while (sllen < 4) {
|
||||
if (padsqdists[p] > 1000 * 1000 && !badpads[p]) {
|
||||
@@ -363,7 +363,7 @@ f32 playerChooseSpawnLocation(f32 chrradius, struct coord *dstpos, RoomNum *dstr
|
||||
|
||||
// If the shortlist still has vacant slots, iterate the pads again but this
|
||||
// time take the bad pads. Keep the very bad pads out of contention for now.
|
||||
p = i = random() % numpads;
|
||||
p = i = rngRandom() % numpads;
|
||||
|
||||
while (sllen < 4) {
|
||||
if (padsqdists[p] > 1000 * 1000 && !verybadpads[p]) {
|
||||
@@ -456,7 +456,7 @@ f32 playerChooseSpawnLocation(f32 chrradius, struct coord *dstpos, RoomNum *dstr
|
||||
|
||||
// Finally, choose a random pad from the shortlist
|
||||
if (sllen > 0) {
|
||||
p = random() % sllen;
|
||||
p = rngRandom() % sllen;
|
||||
|
||||
dstpos->x = slpositions[p].x;
|
||||
dstpos->y = slpositions[p].y;
|
||||
@@ -467,7 +467,7 @@ f32 playerChooseSpawnLocation(f32 chrradius, struct coord *dstpos, RoomNum *dstr
|
||||
dstangle = slangles[p];
|
||||
} else {
|
||||
// No shortlisted pads, so pick a random one from the full selection
|
||||
padUnpack(pads[random() % numpads], PADFIELD_POS | PADFIELD_LOOK | PADFIELD_ROOM, &pad);
|
||||
padUnpack(pads[rngRandom() % numpads], PADFIELD_POS | PADFIELD_LOOK | PADFIELD_ROOM, &pad);
|
||||
|
||||
dstrooms[0] = pad.room;
|
||||
dstrooms[1] = -1;
|
||||
@@ -1021,7 +1021,7 @@ void playerSpawn(void)
|
||||
if (g_Vars.lvframenum > 0
|
||||
&& (g_ChrSlots[i].hidden & CHRHFLAG_ONBONDSSCREEN)
|
||||
&& func0f06b39c(&sp78, &sp90, &g_ChrSlots[i].prop->pos, modelGetEffectiveScale(g_ChrSlots[i].model))
|
||||
&& (random() % 8)) {
|
||||
&& (rngRandom() % 8)) {
|
||||
sqdist += 1000 * 1000;
|
||||
}
|
||||
|
||||
@@ -1057,7 +1057,7 @@ void playerSpawn(void)
|
||||
|
||||
// Randomly swap some of the earlier elements so the player
|
||||
// doesn't always spawn into the closest
|
||||
if (numsqdists > 1 && (random() % 2) == 0) {
|
||||
if (numsqdists > 1 && (rngRandom() % 2) == 0) {
|
||||
tmpchr = sortedchrs[0];
|
||||
sqdist = sorteddists[0];
|
||||
sortedchrs[0] = sortedchrs[1];
|
||||
@@ -1066,7 +1066,7 @@ void playerSpawn(void)
|
||||
sorteddists[1] = sqdist;
|
||||
}
|
||||
|
||||
if (numsqdists > 2 && (random() % 4) == 0) {
|
||||
if (numsqdists > 2 && (rngRandom() % 4) == 0) {
|
||||
tmpchr = sortedchrs[0];
|
||||
sqdist = sorteddists[0];
|
||||
sortedchrs[0] = sortedchrs[2];
|
||||
@@ -2810,7 +2810,7 @@ void playerTickExplode(void)
|
||||
|
||||
explosionCreateSimple(NULL, &pos, g_Vars.currentplayer->prop->rooms, EXPLOSIONTYPE_BONDEXPLODE, g_Vars.currentplayernum);
|
||||
|
||||
g_Vars.currentplayer->bondnextexplode = g_Vars.lvframe60 + TICKS(15) + (random() % TICKS(15));
|
||||
g_Vars.currentplayer->bondnextexplode = g_Vars.lvframe60 + TICKS(15) + (rngRandom() % TICKS(15));
|
||||
}
|
||||
}
|
||||
|
||||
@@ -4473,7 +4473,7 @@ void playerDisplayShield(void)
|
||||
if (g_Vars.currentplayer->shieldshowtime < 0) {
|
||||
s32 rand = ((g_Vars.currentplayer->shieldshowrnd >> 16) % 200) * 4 + 800;
|
||||
|
||||
g_Vars.currentplayer->shieldshowrnd = random();
|
||||
g_Vars.currentplayer->shieldshowrnd = rngRandom();
|
||||
g_Vars.currentplayer->shieldshowrot = g_Vars.thisframestart240 % rand;
|
||||
}
|
||||
|
||||
@@ -5638,7 +5638,7 @@ void playerChooseThirdPersonAnimation(struct chrdata *chr, s32 crouchpos, f32 sp
|
||||
animnum = prevanimnum;
|
||||
speed = 0.5f;
|
||||
} else {
|
||||
animnum = g_DeathAnimations[random() % g_NumDeathAnimations];
|
||||
animnum = g_DeathAnimations[rngRandom() % g_NumDeathAnimations];
|
||||
speed = 0.5f;
|
||||
}
|
||||
|
||||
|
||||
@@ -808,7 +808,7 @@ void playermgrShuffle(void)
|
||||
|
||||
// Randomly swap numbers with later elements
|
||||
for (i = 0; i < MAX_PLAYERS - 1; i++) {
|
||||
s32 otherindex = random() % (MAX_PLAYERS - i);
|
||||
s32 otherindex = rngRandom() % (MAX_PLAYERS - i);
|
||||
s32 tmp = g_Vars.playerorder[i];
|
||||
|
||||
g_Vars.playerorder[i] = g_Vars.playerorder[i + otherindex];
|
||||
|
||||
+9
-9
@@ -458,7 +458,7 @@ void weaponPlayWhooshSound(s32 weaponnum, struct prop *prop)
|
||||
} else if (weaponnum == WEAPON_REAPER) {
|
||||
// empty
|
||||
} else if (weaponnum == WEAPON_COMBATKNIFE) {
|
||||
soundnum = random() % 2 == 1 ? SFX_8060 : SFX_8061;
|
||||
soundnum = rngRandom() % 2 == 1 ? SFX_8060 : SFX_8061;
|
||||
speed = 1.05f - RANDOMFRAC() * 0.2f;
|
||||
} else {
|
||||
soundnum = SFX_0069;
|
||||
@@ -507,7 +507,7 @@ void func0f060bac(s32 weaponnum, struct prop *prop)
|
||||
if (weaponnum == WEAPON_UNARMED) {
|
||||
soundnum = SFX_THUD_808F;
|
||||
|
||||
if ((random() % 2) == 1) {
|
||||
if ((rngRandom() % 2) == 1) {
|
||||
soundnum = SFX_THUD_8094;
|
||||
}
|
||||
|
||||
@@ -522,7 +522,7 @@ void func0f060bac(s32 weaponnum, struct prop *prop)
|
||||
#else
|
||||
soundnum = SFX_HIT_METAL_8079;
|
||||
|
||||
if (weaponnum != WEAPON_COMBATKNIFE && (random() % 2) == 1) {
|
||||
if (weaponnum != WEAPON_COMBATKNIFE && (rngRandom() % 2) == 1) {
|
||||
soundnum = SFX_HATHIT_807C;
|
||||
}
|
||||
|
||||
@@ -836,7 +836,7 @@ struct prop *shotCalculateHits(s32 handnum, bool isshooting, struct coord *gunpo
|
||||
&& shotdata.gset.weaponnum != WEAPON_LASER
|
||||
&& shotdata.gset.weaponnum != WEAPON_TRANQUILIZER
|
||||
&& shotdata.gset.weaponnum != WEAPON_FARSIGHT) {
|
||||
texnum = random() % surfacetype->numwallhittexes;
|
||||
texnum = rngRandom() % surfacetype->numwallhittexes;
|
||||
texnum = surfacetype->wallhittexes[texnum];
|
||||
|
||||
if (texnum >= WALLHITTEX_GLASS1 && texnum <= WALLHITTEX_GLASS3) {
|
||||
@@ -856,7 +856,7 @@ struct prop *shotCalculateHits(s32 handnum, bool isshooting, struct coord *gunpo
|
||||
} else {
|
||||
if (!chrIsUsingPaintball(g_Vars.currentplayer->prop->chr)) {
|
||||
if (PLAYERCOUNT() >= 2) {
|
||||
if ((random() % 8) == 0) {
|
||||
if ((rngRandom() % 8) == 0) {
|
||||
smokeCreateSimple(&sp694.pos, rooms2, SMOKETYPE_BULLETIMPACT);
|
||||
}
|
||||
} else {
|
||||
@@ -866,7 +866,7 @@ struct prop *shotCalculateHits(s32 handnum, bool isshooting, struct coord *gunpo
|
||||
}
|
||||
}
|
||||
|
||||
if (PLAYERCOUNT() <= 2 || g_Vars.lvupdate240 <= 8 || (random() % 4) == 0) {
|
||||
if (PLAYERCOUNT() <= 2 || g_Vars.lvupdate240 <= 8 || (rngRandom() % 4) == 0) {
|
||||
if (sp694.pos.x > -32000 && sp694.pos.x < 32000
|
||||
&& sp694.pos.y > -32000 && sp694.pos.y < 32000
|
||||
&& sp694.pos.z > -32000 && sp694.pos.z < 32000) {
|
||||
@@ -2376,18 +2376,18 @@ void propsTickPadEffects(void)
|
||||
up.y = -pad.up.y;
|
||||
up.z = -pad.up.z;
|
||||
|
||||
if ((random() % 2048) <= 50) {
|
||||
if ((rngRandom() % 2048) <= 50) {
|
||||
sparksCreate(rooms[0], NULL, &pad.pos, &up, &pad.up, SPARKTYPE_ENVIRONMENTAL1);
|
||||
psCreate(NULL, NULL, psGetRandomSparkSound(), -1, -1, 0, 0, PSTYPE_NONE, &pad.pos, -1, rooms, -1, -1, -1, -1);
|
||||
}
|
||||
|
||||
if ((random() % 2048) <= 15) {
|
||||
if ((rngRandom() % 2048) <= 15) {
|
||||
sparksCreate(rooms[0], NULL, &pad.pos, &up, &pad.up, SPARKTYPE_ENVIRONMENTAL1);
|
||||
sparksCreate(rooms[0], NULL, &pad.pos, &up, &pad.up, SPARKTYPE_ENVIRONMENTAL2);
|
||||
psCreate(NULL, NULL, psGetRandomSparkSound(), -1, -1, 0, 0, PSTYPE_NONE, &pad.pos, -1, rooms, -1, -1, -1, -1);
|
||||
}
|
||||
|
||||
if ((random() % 2048) <= 5) {
|
||||
if ((rngRandom() % 2048) <= 5) {
|
||||
sparksCreate(rooms[0], NULL, &pad.pos, &up, &pad.up, SPARKTYPE_ENVIRONMENTAL1);
|
||||
sparksCreate(rooms[0], NULL, &pad.pos, &up, &pad.up, SPARKTYPE_ENVIRONMENTAL3);
|
||||
psCreate(NULL, NULL, psGetRandomSparkSound(), -1, -1, 0, 0, PSTYPE_NONE, &pad.pos, -1, rooms, -1, -1, -1, -1);
|
||||
|
||||
+26
-26
@@ -1098,7 +1098,7 @@ struct projectile *projectileAllocate(void)
|
||||
|
||||
// If there were none, pick one at random
|
||||
if (bestindex == -1 && g_MaxProjectiles) {
|
||||
bestindex = random() % g_MaxProjectiles;
|
||||
bestindex = rngRandom() % g_MaxProjectiles;
|
||||
}
|
||||
|
||||
if (bestindex >= 0) {
|
||||
@@ -1517,7 +1517,7 @@ s32 func0f068fc8(struct prop *prop, bool arg1)
|
||||
s32 *extraptr;
|
||||
|
||||
if (prop->rooms[0] == -1) {
|
||||
actual = random() % 255;
|
||||
actual = rngRandom() % 255;
|
||||
extra = 0;
|
||||
} else if (obj->type == OBJTYPE_DOOR) {
|
||||
struct doorobj *door = (struct doorobj *)obj;
|
||||
@@ -3731,7 +3731,7 @@ void projectileFall(struct defaultobj *obj, f32 arg1[3][3])
|
||||
t4 = NEXT(i);
|
||||
t3 = PREV(i);
|
||||
} else {
|
||||
if ((random() % 2) == 0) {
|
||||
if ((rngRandom() % 2) == 0) {
|
||||
t4 = PREV(i);
|
||||
t3 = NEXT(i);
|
||||
} else {
|
||||
@@ -3883,7 +3883,7 @@ void knifePlayWooshSound(struct defaultobj *obj)
|
||||
&& obj->projectile->bouncecount <= 0
|
||||
&& (obj->hidden & OBJHFLAG_THROWNKNIFE)) {
|
||||
u16 soundnums[] = { SFX_8074, SFX_8074, SFX_8074 };
|
||||
s32 index = random() % ARRAYCOUNT(soundnums);
|
||||
s32 index = rngRandom() % ARRAYCOUNT(soundnums);
|
||||
|
||||
if (obj->projectile->lastwooshframe < g_Vars.lvframe60 - TICKS(6)) {
|
||||
psStopSound(obj->prop, PSTYPE_GENERAL, 0xffff);
|
||||
@@ -4032,7 +4032,7 @@ void knifeLand(struct defaultobj *obj, struct coord *arg1, struct coord *arg2)
|
||||
|
||||
// @bug? Should these be assigned to zero?
|
||||
objGetLocalZMin(bbox);
|
||||
random();
|
||||
rngRandom();
|
||||
|
||||
sp1c.x = RANDOMFRAC() * 0.8f + arg2->x - 0.4f;
|
||||
sp1c.y = RANDOMFRAC() * 0.8f + arg2->y - 0.4f;
|
||||
@@ -7423,7 +7423,7 @@ s32 projectileTick(struct defaultobj *obj, bool *embedded)
|
||||
} else if (weapon->weaponnum == WEAPON_GRENADE && weapon->gunfunc == FUNC_SECONDARY) {
|
||||
u16 sp100[] = {SFX_0027, SFX_0028, SFX_0029, SFX_002A};
|
||||
|
||||
psCreate(0, prop, sp100[random() % 4], -1, -1, 0, 0, PSTYPE_NONE, 0, -1.0f, 0, -1, -1.0f, -1.0f, -1.0f);
|
||||
psCreate(0, prop, sp100[rngRandom() % 4], -1, -1, 0, 0, PSTYPE_NONE, 0, -1.0f, 0, -1, -1.0f, -1.0f, -1.0f);
|
||||
psCreate(0, prop, SFX_EYESPYHIT, -1, -1, 0, 0, PSTYPE_NONE, 0, -1.0f, 0, -1, -1.0f, -1.0f, -1.0f);
|
||||
} else {
|
||||
psCreate(0, prop, SFX_EYESPYHIT, -1, -1, 0, 0, PSTYPE_NONE, 0, -1.0f, 0, -1, -1.0f, -1.0f, -1.0f);
|
||||
@@ -9275,10 +9275,10 @@ void autogunTickShoot(struct prop *autogunprop)
|
||||
|
||||
missed = false;
|
||||
|
||||
if (random() % 2) {
|
||||
hitpos.y += 2 + (random() % 10);
|
||||
if (rngRandom() % 2) {
|
||||
hitpos.y += 2 + (rngRandom() % 10);
|
||||
} else {
|
||||
hitpos.y -= 2 + (random() % 10);
|
||||
hitpos.y -= 2 + (rngRandom() % 10);
|
||||
}
|
||||
|
||||
bgunPlayPropHitSound(&gset, targetprop, -1);
|
||||
@@ -9637,7 +9637,7 @@ void chopperFireRocket(struct chopperobj *chopper, bool side)
|
||||
pos.z = sp6c.m[3][2] + chopperprop->pos.f[2];
|
||||
|
||||
direction.x = targetprop->pos.x - pos.x;
|
||||
direction.y = targetprop->pos.y - pos.y + (s32)(random() % 100);
|
||||
direction.y = targetprop->pos.y - pos.y + (s32)(rngRandom() % 100);
|
||||
direction.z = targetprop->pos.z - pos.z;
|
||||
|
||||
guNormalize(&direction.x, &direction.y, &direction.z);
|
||||
@@ -9678,8 +9678,8 @@ void chopperIncrementBarrel(struct prop *chopperprop, bool firing)
|
||||
rodata = modelGetPartRodata(model->definition, MODELPART_CHOPPER_0001);
|
||||
gunaimy = targetprop->pos.y - 20.0f;
|
||||
|
||||
gunpos.x = random() * random() * 0 * 30.0f + rodata->pos.x;
|
||||
gunpos.y = random() * 0 * 30.0f + (rodata->pos.y - 50.0f);
|
||||
gunpos.x = rngRandom() * rngRandom() * 0 * 30.0f + rodata->pos.x;
|
||||
gunpos.y = rngRandom() * 0 * 30.0f + (rodata->pos.y - 50.0f);
|
||||
gunpos.z = rodata->pos.z + 250.0f;
|
||||
|
||||
if (obj->modelnum == MODEL_A51INTERCEPTOR) {
|
||||
@@ -9848,7 +9848,7 @@ void chopperIncrementMovement(struct prop *prop, f32 goalroty, f32 goalrotx, str
|
||||
|
||||
if (chopper->bob > M_BADTAU) {
|
||||
chopper->bob = 0.0f;
|
||||
chopper->bobstrength = ((random() % 8) + 2) * 0.01f;
|
||||
chopper->bobstrength = ((rngRandom() % 8) + 2) * 0.01f;
|
||||
|
||||
if (chopper->base.flags & OBJFLAG_CHOPPER_INACTIVE) {
|
||||
chopper->bobstrength *= 0.15f;
|
||||
@@ -10081,7 +10081,7 @@ void chopperTickFall(struct prop *chopperprop)
|
||||
if (bob > M_BADTAU) {
|
||||
bob = 0;
|
||||
|
||||
chopper->bobstrength = (random() % 8 + 2) * 0.01f;
|
||||
chopper->bobstrength = (rngRandom() % 8 + 2) * 0.01f;
|
||||
|
||||
if (obj->flags & OBJFLAG_CHOPPER_INACTIVE) {
|
||||
chopper->bobstrength *= 0.15f;
|
||||
@@ -13165,7 +13165,7 @@ Gfx *tvscreenRender(struct model *model, struct modelnode *node, struct tvscreen
|
||||
tvscreenSetCmdlist(screen, (u32 *) cmd->arg1);
|
||||
break;
|
||||
case TVCMD_RANDSETCMDLIST:
|
||||
if ((random() >> 16) < cmd->arg2) {
|
||||
if ((rngRandom() >> 16) < cmd->arg2) {
|
||||
tvscreenSetCmdlist(screen, (u32 *) cmd->arg1);
|
||||
} else {
|
||||
screen->offset += 3;
|
||||
@@ -13940,7 +13940,7 @@ void objDeform(struct defaultobj *obj, s32 level)
|
||||
if (debugIsObjDeformDebugEnabled());
|
||||
if (debugIsObjDeformDebugEnabled());
|
||||
|
||||
salt = random();
|
||||
salt = rngRandom();
|
||||
|
||||
if (debugIsObjDeformDebugEnabled()) {
|
||||
salt &= 0xffff;
|
||||
@@ -15506,7 +15506,7 @@ void objDamage(struct defaultobj *obj, f32 damage, struct coord *pos, s32 weapon
|
||||
if (objGetDestroyedLevel(obj) == 1) {
|
||||
u32 stack;
|
||||
struct multiammocrateobj *crate = (struct multiammocrateobj *) obj;
|
||||
s32 startindex = random() % ARRAYCOUNT(crate->slots);
|
||||
s32 startindex = rngRandom() % ARRAYCOUNT(crate->slots);
|
||||
s32 i = startindex;
|
||||
|
||||
do {
|
||||
@@ -15848,7 +15848,7 @@ void objHit(struct shotdata *shotdata, struct hit *hit)
|
||||
struct prop *hitprop = hit->prop;
|
||||
s8 iswindoweddoor = obj->model->definition->skel == &g_SkelWindowedDoor ? true : false;
|
||||
|
||||
textureindex = WALLHITTEX_GLASS1 + (random() % 3);
|
||||
textureindex = WALLHITTEX_GLASS1 + (rngRandom() % 3);
|
||||
|
||||
if ((obj->type == OBJTYPE_DOOR && !iswindoweddoor)
|
||||
|| (obj->flags & OBJFLAG_INVINCIBLE)
|
||||
@@ -15876,7 +15876,7 @@ void objHit(struct shotdata *shotdata, struct hit *hit)
|
||||
|
||||
if (surfacetype->numwallhittexes > 0) {
|
||||
spc4 = false;
|
||||
spcc = random() % surfacetype->numwallhittexes;
|
||||
spcc = rngRandom() % surfacetype->numwallhittexes;
|
||||
|
||||
if ((obj->model->definition->skel == &g_SkelWindowedDoor && hit->dlnode == modelGetPart(obj->model->definition, MODELPART_WINDOWEDDOOR_0003))
|
||||
|| (obj->model->definition->skel == &g_SkelCctv && hit->dlnode == modelGetPart(obj->model->definition, MODELPART_CCTV_LENS))) {
|
||||
@@ -20085,7 +20085,7 @@ void doorCreateSparks(struct doorobj *door)
|
||||
|
||||
sparksCreate(door->base.prop->rooms[0], door->base.prop, &sp7c, &sp70, &pad.up, SPARKTYPE_ENVIRONMENTAL1);
|
||||
|
||||
if (random() % 2) {
|
||||
if (rngRandom() % 2) {
|
||||
sparksCreate(door->base.prop->rooms[0], door->base.prop, &sp88, &sp70, &pad.up, SPARKTYPE_ENVIRONMENTAL4);
|
||||
} else {
|
||||
sparksCreate(door->base.prop->rooms[0], door->base.prop, &sp88, &sp70, &pad.up, SPARKTYPE_ENVIRONMENTAL5);
|
||||
@@ -20135,7 +20135,7 @@ bool doorCalcIntendedFrac(struct doorobj *door)
|
||||
|
||||
// Skedar Ruins random door stuckage
|
||||
if (door->base.flags3 & OBJFLAG3_DOOR_STICKY) {
|
||||
s32 value = (random() % 64) + 30;
|
||||
s32 value = (rngRandom() % 64) + 30;
|
||||
|
||||
#ifndef PLATFORM_N64 // emulate low fps cal rate for stuckage test
|
||||
if (((g_Vars.lvframenum % value) == 0)
|
||||
@@ -20149,7 +20149,7 @@ bool doorCalcIntendedFrac(struct doorobj *door)
|
||||
door->fracspeed = 0.0f;
|
||||
doorCreateSparks(door);
|
||||
|
||||
if (random() % 2) {
|
||||
if (rngRandom() % 2) {
|
||||
dothething = true;
|
||||
psStopSound(door->base.prop, PSTYPE_DOOR, 0xffff);
|
||||
door->mode = DOORMODE_IDLE;
|
||||
@@ -20159,7 +20159,7 @@ bool doorCalcIntendedFrac(struct doorobj *door)
|
||||
loopdoor = door;
|
||||
|
||||
while (loopdoor) {
|
||||
if (random() % 2 && loopdoor->mode != DOORMODE_IDLE) {
|
||||
if (rngRandom() % 2 && loopdoor->mode != DOORMODE_IDLE) {
|
||||
loopdoor->fracspeed = 0.0f;
|
||||
doorCreateSparks(loopdoor);
|
||||
|
||||
@@ -21395,10 +21395,10 @@ void projectileCreate(struct prop *fromprop, struct fireslotthing *arg1, struct
|
||||
endpos.y = targetprop->pos.y;
|
||||
endpos.z = targetprop->pos.z;
|
||||
|
||||
if (random() % 2) {
|
||||
endpos.y += (random() % 10) + 2;
|
||||
if (rngRandom() % 2) {
|
||||
endpos.y += (rngRandom() % 10) + 2;
|
||||
} else {
|
||||
endpos.y -= (random() % 10) + 2;
|
||||
endpos.y -= (rngRandom() % 10) + 2;
|
||||
}
|
||||
|
||||
bgunPlayPropHitSound(&gset, targetprop, -1);
|
||||
|
||||
+1
-1
@@ -1481,7 +1481,7 @@ void psApplyVolPan(struct sndstate *handle, struct coord *pos, f32 dist1, f32 di
|
||||
|
||||
s32 psGetRandomSparkSound(void)
|
||||
{
|
||||
s32 index = random() % 6;
|
||||
s32 index = rngRandom() % 6;
|
||||
|
||||
s16 sounds[] = {
|
||||
SFX_80B0,
|
||||
|
||||
+2
-2
@@ -2067,7 +2067,7 @@ void setupCreateProps(s32 stagenum)
|
||||
}
|
||||
|
||||
for (i = 0; i < maxsimulants; i++) {
|
||||
slotnum = random() % maxsimulants;
|
||||
slotnum = rngRandom() % maxsimulants;
|
||||
|
||||
while (slotsdone[slotnum]) {
|
||||
slotnum = (slotnum + 1) % maxsimulants;
|
||||
@@ -2227,7 +2227,7 @@ void setupCreateProps(s32 stagenum)
|
||||
// for storing OBJHFLAG_CONDITIONALSCENERY, which is required
|
||||
// for a match. Any function call would work.
|
||||
if (alwayszero) {
|
||||
random();
|
||||
rngRandom();
|
||||
}
|
||||
|
||||
if (expoffset) {
|
||||
|
||||
+3
-3
@@ -88,7 +88,7 @@ void shardsCreate(struct coord *pos, f32 *rotx, f32 *roty, f32 *rotz, f32 relxmi
|
||||
* when you shoot the bottles, half of them don't play any breaking
|
||||
* sound effect.
|
||||
*/
|
||||
psCreate(NULL, NULL, SFX_BOTTLE_BREAK + (random() % 2) * 2, -1,
|
||||
psCreate(NULL, NULL, SFX_BOTTLE_BREAK + (rngRandom() % 2) * 2, -1,
|
||||
-1, 0, 0, PSTYPE_NONE, &prop->pos, -1.0f, prop->rooms, -1, -1.0f, -1.0f, -1.0f);
|
||||
} else if (type == SHARDTYPE_WOOD) {
|
||||
psCreate(NULL, NULL, SFX_WOOD_BREAK, -1,
|
||||
@@ -145,7 +145,7 @@ void shardCreate(RoomNum room, struct coord *pos, f32 rotx, f32 size, s32 type)
|
||||
}
|
||||
|
||||
if (type == SHARDTYPE_WOOD) {
|
||||
s32 rand = random() % 100;
|
||||
s32 rand = rngRandom() % 100;
|
||||
|
||||
if (rand < 20) {
|
||||
g_Shards[g_NextShardNum].colours[0].word = PD_BE32(0xbbbbbbf0);
|
||||
@@ -182,7 +182,7 @@ void shardCreate(RoomNum room, struct coord *pos, f32 rotx, f32 size, s32 type)
|
||||
|
||||
for (i = 0; i < 3; i++) {
|
||||
for (j = 0; j < 3; j++) {
|
||||
g_Shards[g_NextShardNum].colours[i].bytes[j] = random() % 0xff;
|
||||
g_Shards[g_NextShardNum].colours[i].bytes[j] = rngRandom() % 0xff;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
+1
-1
@@ -499,7 +499,7 @@ u32 smokeTick(struct prop *prop)
|
||||
part->size = g_SmokeTypes[smoke->type].size * (RANDOMFRAC() * 0.5f + 1.0f);
|
||||
}
|
||||
|
||||
part->alpha = (random() % 70) + 110.0f;
|
||||
part->alpha = (rngRandom() % 70) + 110.0f;
|
||||
part->count = 0;
|
||||
part->rot = RANDOMFRAC() * M_BADTAU;
|
||||
part->deltarot = (0.5f - RANDOMFRAC()) * g_SmokeTypes[smoke->type].bgrotatespeed;
|
||||
|
||||
+8
-8
@@ -107,9 +107,9 @@ void sparkCreate(struct coord *pos, struct sparktype *type)
|
||||
spark->pos.y = 0.0f;
|
||||
spark->pos.z = 0.0f;
|
||||
|
||||
spark->speed.x = (s32)(random() % (type->unk00 * 2 + 1)) - type->unk00;
|
||||
spark->speed.y = (s32)(random() % (type->unk00 * 2 + 1)) - type->unk00;
|
||||
spark->speed.z = (s32)(random() % (type->unk00 * 2 + 1)) - type->unk00;
|
||||
spark->speed.x = (s32)(rngRandom() % (type->unk00 * 2 + 1)) - type->unk00;
|
||||
spark->speed.y = (s32)(rngRandom() % (type->unk00 * 2 + 1)) - type->unk00;
|
||||
spark->speed.z = (s32)(rngRandom() % (type->unk00 * 2 + 1)) - type->unk00;
|
||||
|
||||
if (spark->speed.y == 0.0f) {
|
||||
spark->speed.y = -0.0001f;
|
||||
@@ -148,7 +148,7 @@ void sparkCreate(struct coord *pos, struct sparktype *type)
|
||||
}
|
||||
|
||||
if (type->unk18 % 2) {
|
||||
spark->ttl = random() % type->maxage;
|
||||
spark->ttl = rngRandom() % type->maxage;
|
||||
} else {
|
||||
spark->ttl = type->maxage;
|
||||
}
|
||||
@@ -195,16 +195,16 @@ void sparksCreate(s32 room, struct prop *prop, struct coord *pos, struct coord *
|
||||
type->unk20 = colours[2];
|
||||
}
|
||||
} else if (typenum == SPARKTYPE_PAINT) {
|
||||
type->unk1c = (random() % 2 ? 0xff000000 : 0) | (random() % 2 ? 0x00ff0000 : 0) | (random() % 2 ? 0x0000ff00 : 0) | 0xff;
|
||||
type->unk1c = (rngRandom() % 2 ? 0xff000000 : 0) | (rngRandom() % 2 ? 0x00ff0000 : 0) | (rngRandom() % 2 ? 0x0000ff00 : 0) | 0xff;
|
||||
|
||||
if (type->unk1c == 0x000000ff) {
|
||||
type->unk1c |= 0x0000ff00 << ((random() % 3) * 8);
|
||||
type->unk1c |= 0x0000ff00 << ((rngRandom() % 3) * 8);
|
||||
}
|
||||
|
||||
type->unk20 = (random() % 2 ? 0xff000000 : 0) | (random() % 2 ? 0x00ff0000 : 0) | (random() % 2 ? 0x0000ff00 : 0) | 0xff;
|
||||
type->unk20 = (rngRandom() % 2 ? 0xff000000 : 0) | (rngRandom() % 2 ? 0x00ff0000 : 0) | (rngRandom() % 2 ? 0x0000ff00 : 0) | 0xff;
|
||||
|
||||
if (type->unk20 == 0xff) {
|
||||
type->unk20 |= 0x0000ff00 << ((random() % 3) * 8);
|
||||
type->unk20 |= 0x0000ff00 << ((rngRandom() % 3) * 8);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
+7
-7
@@ -89,7 +89,7 @@ void splatTickChr(struct prop *prop)
|
||||
if (thudframe != -1.0f && modelGetCurAnimFrame(chr->model) < thudframe) {
|
||||
osSyncPrintf("SPLAT : Not Dead Enough %s%s%f", "", "", modelGetCurAnimFrame(chr->model));
|
||||
} else if (chr->tickssincesplat > TICKS(30) && chr->deaddropsplatsadded < 6) {
|
||||
chr->deaddropsplatsadded += splatsCreate(1, 1.1f, prop, NULL, 0, 0, isskedar, SPLATTYPE_PUDDLE, TICKS(150), attacker, random() & 8);
|
||||
chr->deaddropsplatsadded += splatsCreate(1, 1.1f, prop, NULL, 0, 0, isskedar, SPLATTYPE_PUDDLE, TICKS(150), attacker, rngRandom() & 8);
|
||||
}
|
||||
} else {
|
||||
// Consider creating a wounded drop
|
||||
@@ -134,7 +134,7 @@ void splatsCreateForChrHit(struct prop *prop, struct shotdata *shotdata, struct
|
||||
}
|
||||
|
||||
if (splattype == 0) {
|
||||
u32 qty = random() % 3;
|
||||
u32 qty = rngRandom() % 3;
|
||||
|
||||
if (qty) {
|
||||
chr->stdsplatsadded += splatsCreate(qty, 0.8f, prop, shotdata, arg2, arg3, isskedar, splattype, TICKS(50), chr2, 0);
|
||||
@@ -424,7 +424,7 @@ void splat0f14986c(struct splatdata *splat)
|
||||
f32 distance;
|
||||
RoomNum smokerooms[2];
|
||||
|
||||
texnum = WALLHITTEX_BLOOD1 + (random() % 3);
|
||||
texnum = WALLHITTEX_BLOOD1 + (rngRandom() % 3);
|
||||
|
||||
if (splat->objprop != NULL && splat->objprop->type == PROPTYPE_OBJ) {
|
||||
obj = splat->objprop->obj;
|
||||
@@ -437,14 +437,14 @@ void splat0f14986c(struct splatdata *splat)
|
||||
|
||||
switch (splat->splattype) {
|
||||
case SPLATTYPE_PUDDLE:
|
||||
texnum = WALLHITTEX_BLOOD1 + (random() % 3);
|
||||
texnum = WALLHITTEX_BLOOD1 + (rngRandom() % 3);
|
||||
break;
|
||||
case SPLATTYPE_DROP:
|
||||
texnum = WALLHITTEX_BLOOD4 + (random() % 1);
|
||||
texnum = WALLHITTEX_BLOOD4 + (rngRandom() % 1);
|
||||
break;
|
||||
}
|
||||
|
||||
switch (random() % 6) {
|
||||
switch (rngRandom() % 6) {
|
||||
case 0:
|
||||
case 1:
|
||||
case 2:
|
||||
@@ -501,7 +501,7 @@ void splat0f14986c(struct splatdata *splat)
|
||||
NULL, texnum, splat->room, splat->objprop,
|
||||
splat->chrprop, splat->mtxindex, 0, splat->chr,
|
||||
width, height, minalpha, maxalpha,
|
||||
random() % 360, (u16)splat->timermax, splat->timerspeed, translucent);
|
||||
rngRandom() % 360, (u16)splat->timermax, splat->timerspeed, translucent);
|
||||
|
||||
if (sp88 || sp84) {
|
||||
smokerooms[0] = splat->room;
|
||||
|
||||
+4
-4
@@ -588,10 +588,10 @@ struct frdata *frGetData(void)
|
||||
u32 frResolveFrPad(u32 arg0)
|
||||
{
|
||||
switch (arg0) {
|
||||
case 31: return random() % 9 + 4; // 4 - 12
|
||||
case 32: return random() % 9 + 13; // 13 - 21
|
||||
case 33: return random() % 9 + 22; // 22 - 30
|
||||
case 34: return random() % 27 + 4; // 4 - 30
|
||||
case 31: return rngRandom() % 9 + 4; // 4 - 12
|
||||
case 32: return rngRandom() % 9 + 13; // 13 - 21
|
||||
case 33: return rngRandom() % 9 + 22; // 22 - 30
|
||||
case 34: return rngRandom() % 27 + 4; // 4 - 30
|
||||
}
|
||||
|
||||
return g_FrData.padindexoffset + arg0;
|
||||
|
||||
+2
-2
@@ -189,7 +189,7 @@ void *vtxstoreAllocate(s32 count, s32 index, struct modelnode *node, s32 level)
|
||||
chrs[tally] = chr;
|
||||
tally++;
|
||||
} else {
|
||||
rand = random() % tally;
|
||||
rand = rngRandom() % tally;
|
||||
chrFadeCorpseWhenOffScreen(chrs[rand]);
|
||||
chrs[rand] = chr;
|
||||
}
|
||||
@@ -202,7 +202,7 @@ void *vtxstoreAllocate(s32 count, s32 index, struct modelnode *node, s32 level)
|
||||
rand = tally >> 1;
|
||||
|
||||
while (rand) {
|
||||
i = random() % tally;
|
||||
i = rngRandom() % tally;
|
||||
|
||||
if (chrs[i]) {
|
||||
chrFadeCorpseWhenOffScreen(chrs[i]);
|
||||
|
||||
+14
-14
@@ -217,7 +217,7 @@ bool chrIsUsingPaintball(struct chrdata *chr)
|
||||
if (chr && chr->prop && chr->prop->type == PROPTYPE_PLAYER) {
|
||||
setCurrentPlayerNum(playermgrGetPlayerNumByProp(chr->prop));
|
||||
} else {
|
||||
setCurrentPlayerNum(random() % PLAYERCOUNT());
|
||||
setCurrentPlayerNum(rngRandom() % PLAYERCOUNT());
|
||||
}
|
||||
|
||||
paintball = optionsGetPaintball(g_Vars.currentplayerstats->mpindex);
|
||||
@@ -720,7 +720,7 @@ void wallhitCreateWith20Args(struct coord *relpos, struct coord *arg1, struct co
|
||||
case WALLHITTEX_SCORCH:
|
||||
case WALLHITTEX_PAINT:
|
||||
case WALLHITTEX_WOOD:
|
||||
rotdeg = random() % 360;
|
||||
rotdeg = rngRandom() % 360;
|
||||
break;
|
||||
}
|
||||
|
||||
@@ -741,7 +741,7 @@ void wallhitCreateWith20Args(struct coord *relpos, struct coord *arg1, struct co
|
||||
default:
|
||||
case WALLHITTEX_SCORCH:
|
||||
case WALLHITTEX_WOOD:
|
||||
rotdeg = random() % 360;
|
||||
rotdeg = rngRandom() % 360;
|
||||
break;
|
||||
}
|
||||
|
||||
@@ -751,7 +751,7 @@ void wallhitCreateWith20Args(struct coord *relpos, struct coord *arg1, struct co
|
||||
height = 15.0f;
|
||||
}
|
||||
|
||||
rotdeg = random() % 360;
|
||||
rotdeg = rngRandom() % 360;
|
||||
type = WALLHITTYPE_PAINT;
|
||||
timermax = TICKS(10);
|
||||
} else {
|
||||
@@ -1083,7 +1083,7 @@ void wallhitCreateWith20Args(struct coord *relpos, struct coord *arg1, struct co
|
||||
range = maxalpha - (u32)minalpha;
|
||||
|
||||
if (range) {
|
||||
alpha = minalpha + (random() % range);
|
||||
alpha = minalpha + (rngRandom() % range);
|
||||
} else {
|
||||
alpha = 0;
|
||||
}
|
||||
@@ -1091,16 +1091,16 @@ void wallhitCreateWith20Args(struct coord *relpos, struct coord *arg1, struct co
|
||||
for (i = 0; i < ARRAYCOUNT(wallhit->basecolours); i++) {
|
||||
switch (type) {
|
||||
case WALLHITTYPE_BULLET:
|
||||
r = g = b = 255 - (random() % 40);
|
||||
r = g = b = 255 - (rngRandom() % 40);
|
||||
a = alpha ? alpha : 255;
|
||||
break;
|
||||
case WALLHITTYPE_SOFT:
|
||||
r = g = b = random() % 70;
|
||||
a = alpha ? alpha : 255 - (random() % 50);
|
||||
r = g = b = rngRandom() % 70;
|
||||
a = alpha ? alpha : 255 - (rngRandom() % 50);
|
||||
break;
|
||||
case WALLHITTYPE_SCORCH:
|
||||
r = g = b = random() % 50;
|
||||
a = alpha ? alpha : 255 - (random() % 80);
|
||||
r = g = b = rngRandom() % 50;
|
||||
a = alpha ? alpha : 255 - (rngRandom() % 80);
|
||||
break;
|
||||
case WALLHITTYPE_BLOOD:
|
||||
r = g_WallhitBloodColour[0];
|
||||
@@ -1109,9 +1109,9 @@ void wallhitCreateWith20Args(struct coord *relpos, struct coord *arg1, struct co
|
||||
a = alpha ? alpha : 255;
|
||||
break;
|
||||
case WALLHITTYPE_PAINT:
|
||||
r = (random() % 2) ? 0xff : 0;
|
||||
g = (random() % 2) ? 0xff : 0;
|
||||
b = (random() % 2) ? 0xff : 0;
|
||||
r = (rngRandom() % 2) ? 0xff : 0;
|
||||
g = (rngRandom() % 2) ? 0xff : 0;
|
||||
b = (rngRandom() % 2) ? 0xff : 0;
|
||||
a = alpha ? alpha : 255;
|
||||
break;
|
||||
default:
|
||||
@@ -1486,7 +1486,7 @@ void wallhitFadeSplatsForRemovedChr(struct prop *chrprop)
|
||||
&& wallhit->roomnum > 0
|
||||
&& wallhit->chrprop == chrprop
|
||||
&& g_WallhitTexes[wallhit->texturenum].type == WALLHITTYPE_BLOOD) {
|
||||
if (IS_BLOOD_DROP(wallhit->texturenum) || (random() % 100) < 35) {
|
||||
if (IS_BLOOD_DROP(wallhit->texturenum) || (rngRandom() % 100) < 35) {
|
||||
wallhitFade(wallhit, TICKS(120));
|
||||
} else {
|
||||
wallhit->createdframe = g_Vars.lvframenum;
|
||||
|
||||
+4
-4
@@ -311,10 +311,10 @@ struct weatherparticledata *weatherAllocateParticles(void)
|
||||
void func0f131610(struct weatherdata *weather)
|
||||
{
|
||||
weather->unk94 = 0;
|
||||
weather->unk98 = (random() & 7) + 1;
|
||||
weather->unk9c = (random() & 7) + 1;
|
||||
weather->unka0 = (random() & 7) + 1;
|
||||
weather->unka4 = (random() & 0xf) + 10;
|
||||
weather->unk98 = (rngRandom() & 7) + 1;
|
||||
weather->unk9c = (rngRandom() & 7) + 1;
|
||||
weather->unka0 = (rngRandom() & 7) + 1;
|
||||
weather->unka4 = (rngRandom() & 0xf) + 10;
|
||||
}
|
||||
|
||||
void func0f131678(s32 arg0)
|
||||
|
||||
@@ -63,7 +63,7 @@
|
||||
#define LINEHEIGHT (VERSION == VERSION_JPN_FINAL ? 14 : 11)
|
||||
#define MIXCOLOUR(dialog, property) dialog->transitionfrac < 0.0f ? g_MenuColours[dialog->type].property : colourBlend(g_MenuColours[dialog->type2].property, g_MenuColours[dialog->type].property, dialog->colourweight)
|
||||
#define MPCHR(index) ((index) < MAX_PLAYERS ? &g_PlayerConfigsArray[index].base : &g_BotConfigsArray[(index) - MAX_PLAYERS].base)
|
||||
#define RANDOMFRAC() (random() * (1.0f / U32_MAX))
|
||||
#define RANDOMFRAC() (rngRandom() * (1.0f / U32_MAX))
|
||||
#define SECSTOTIME240(secs) (secs * 240)
|
||||
#define SECSTOTIME60(secs) (secs * 60)
|
||||
#define PFS(device) (device == SAVEDEVICE_GAMEPAK ? NULL : &g_Pfses[device])
|
||||
|
||||
@@ -4,7 +4,7 @@
|
||||
#include "data.h"
|
||||
#include "types.h"
|
||||
|
||||
u32 random(void);
|
||||
u32 rngRandom(void);
|
||||
u32 rngRotateSeed(u64 *value);
|
||||
|
||||
#endif
|
||||
+5
-5
@@ -3296,11 +3296,11 @@ void modelRenderNodeStarGunfire(struct modelrenderdata *renderdata, struct model
|
||||
gSPDisplayList(renderdata->gdl++, rodata->gdl);
|
||||
|
||||
for (i = 0; i < rodata->unk00; i++) {
|
||||
u16 rand1 = (random() << 10) & 0xffff;
|
||||
u16 rand1 = (rngRandom() << 10) & 0xffff;
|
||||
s32 s4 = ((coss(rand1) << 5) * 181) >> 18;
|
||||
s32 s3 = ((sins(rand1) << 5) * 181) >> 18;
|
||||
s32 s1 = random() >> 31;
|
||||
s32 mult = 0x10000 - (random() & 0x3fff);
|
||||
s32 s1 = rngRandom() >> 31;
|
||||
s32 mult = 0x10000 - (rngRandom() & 0x3fff);
|
||||
s32 corner1 = 0x200 + s3;
|
||||
s32 corner2 = 0x200 - s3;
|
||||
s32 corner3 = 0x200 - s4;
|
||||
@@ -3414,7 +3414,7 @@ void modelRenderNodeChrGunfire(struct modelrenderdata *renderdata, struct model
|
||||
rot2 = cosf(spec);
|
||||
spd0 = sinf(spec);
|
||||
|
||||
scale = 0.75f + (random() % 128) * (1.0f / 256.0f); // 0.75 to 1.25
|
||||
scale = 0.75f + (rngRandom() % 128) * (1.0f / 256.0f); // 0.75 to 1.25
|
||||
|
||||
sp9c.f[0] = rodata->dim.f[0] * scale;
|
||||
sp9c.f[1] = rodata->dim.f[1] * scale;
|
||||
@@ -3469,7 +3469,7 @@ void modelRenderNodeChrGunfire(struct modelrenderdata *renderdata, struct model
|
||||
|
||||
tconfig = rodata->texture;
|
||||
|
||||
sp62 = (random() * 1024) & 0xffff;
|
||||
sp62 = (rngRandom() * 1024) & 0xffff;
|
||||
sp5c = (coss(sp62) * tconfig->width * 0xb5) >> 18;
|
||||
sp58 = (sins(sp62) * tconfig->width * 0xb5) >> 18;
|
||||
|
||||
|
||||
+2
-2
@@ -10,7 +10,7 @@ u64 g_RngSeed = 0xab8d9f7781280783;
|
||||
/**
|
||||
* Generate a random number between 0 and 4294967295.
|
||||
*/
|
||||
u32 random(void)
|
||||
u32 rngRandom(void)
|
||||
{
|
||||
g_RngSeed = ((g_RngSeed << 63) >> 31 | (g_RngSeed << 31) >> 32) ^ (g_RngSeed << 44) >> 32;
|
||||
g_RngSeed = ((g_RngSeed >> 20) & 0xfff) ^ g_RngSeed;
|
||||
@@ -27,7 +27,7 @@ void rngSetSeed(u64 seed)
|
||||
}
|
||||
|
||||
/**
|
||||
* Rotate the given seed using the same algorithm as random().
|
||||
* Rotate the given seed using the same algorithm as rngRandom().
|
||||
*
|
||||
* Store the new 64-bit seed at the pointed address and return the same seed
|
||||
* cast as a u32.
|
||||
|
||||
+3
-3
@@ -1888,7 +1888,7 @@ void sndTick(void)
|
||||
if (g_SndCurMp3.responsetimer240 <= 0) {
|
||||
if (g_SndCurMp3.responsetype == MP3RESPONSETYPE_WHISPER) {
|
||||
do {
|
||||
index = random() % 4;
|
||||
index = rngRandom() % 4;
|
||||
} while (index == g_SndCurMp3.prevwhisper);
|
||||
|
||||
g_SndCurMp3.prevwhisper = index;
|
||||
@@ -1901,7 +1901,7 @@ void sndTick(void)
|
||||
}
|
||||
} else if (g_SndCurMp3.responsetype == MP3RESPONSETYPE_ACKNOWLEDGE) {
|
||||
do {
|
||||
index = random() % 4;
|
||||
index = rngRandom() % 4;
|
||||
} while (index == g_SndCurMp3.prevacknowledge);
|
||||
|
||||
g_SndCurMp3.prevacknowledge = index;
|
||||
@@ -1914,7 +1914,7 @@ void sndTick(void)
|
||||
}
|
||||
} else if (g_SndCurMp3.responsetype == MP3RESPONSETYPE_GREETING) {
|
||||
do {
|
||||
index = random() % 4;
|
||||
index = rngRandom() % 4;
|
||||
} while (index == g_SndCurMp3.prevgreeting);
|
||||
|
||||
g_SndCurMp3.prevgreeting = index;
|
||||
|
||||
Reference in new issue
Block a user