- Now disable the old random flag mostly for game-breaking generators.

This commit is contained in:
drfrag 2020-09-03 00:51:11 +02:00
parent 0bc5bccb3b
commit b6f9fd1e02
3 changed files with 22 additions and 22 deletions

View file

@ -62,24 +62,24 @@
#include "gi.h"
static FRandom pr_checkmissilerange ("CheckMissileRange", false);
static FRandom pr_opendoor ("OpenDoor", false);
static FRandom pr_checkmissilerange ("CheckMissileRange");
static FRandom pr_opendoor ("OpenDoor");
static FRandom pr_trywalk ("TryWalk");
static FRandom pr_newchasedir ("NewChaseDir", false);
static FRandom pr_lookformonsters ("LookForMonsters", false);
static FRandom pr_lookforplayers ("LookForPlayers", false);
static FRandom pr_scaredycat ("Anubis", false);
FRandom pr_chase ("Chase", false);
static FRandom pr_facetarget ("FaceTarget", false);
static FRandom pr_railface ("RailFace", false);
static FRandom pr_look2 ("LookyLooky", false);
static FRandom pr_look3 ("IGotHooky", false);
static FRandom pr_slook ("SlooK", false);
static FRandom pr_dropoff ("Dropoff", false);
static FRandom pr_defect ("Defect", false);
static FRandom pr_newchasedir ("NewChaseDir");
static FRandom pr_lookformonsters ("LookForMonsters");
static FRandom pr_lookforplayers ("LookForPlayers");
static FRandom pr_scaredycat ("Anubis");
FRandom pr_chase ("Chase");
static FRandom pr_facetarget ("FaceTarget");
static FRandom pr_railface ("RailFace");
static FRandom pr_look2 ("LookyLooky");
static FRandom pr_look3 ("IGotHooky");
static FRandom pr_slook ("SlooK");
static FRandom pr_dropoff ("Dropoff");
static FRandom pr_defect ("Defect");
static FRandom pr_skiptarget("SkipTarget", false);
static FRandom pr_enemystrafe("EnemyStrafe", false);
static FRandom pr_skiptarget("SkipTarget");
static FRandom pr_enemystrafe("EnemyStrafe");
// movement interpolation is fine for objects that are moved by their own
// velocity. But for monsters it is problematic.

View file

@ -67,12 +67,12 @@
#include "events.h"
#include "actorinlines.h"
static FRandom pr_botrespawn ("BotRespawn", false);
static FRandom pr_killmobj ("ActorDie", false);
static FRandom pr_botrespawn ("BotRespawn");
static FRandom pr_killmobj ("ActorDie");
FRandom pr_damagemobj ("ActorTakeDamage");
static FRandom pr_lightning ("LightningDamage", false);
static FRandom pr_poison ("PoisonDamage", false);
static FRandom pr_switcher ("SwitchTarget", false);
static FRandom pr_lightning ("LightningDamage");
static FRandom pr_poison ("PoisonDamage");
static FRandom pr_switcher ("SwitchTarget");
CVAR (Bool, cl_showsprees, true, CVAR_ARCHIVE)
CVAR (Bool, cl_showmultikills, true, CVAR_ARCHIVE)

View file

@ -134,7 +134,7 @@ EXTERN_CVAR (Int, cl_rockettrails)
static FRandom pr_explodemissile ("ExplodeMissile", false);
FRandom pr_bounce ("Bounce", false);
static FRandom pr_reflect ("Reflect", false);
static FRandom pr_nightmarerespawn ("NightmareRespawn", false);
static FRandom pr_nightmarerespawn ("NightmareRespawn");
static FRandom pr_botspawnmobj ("BotSpawnActor", false);
static FRandom pr_spawnmapthing ("SpawnMapThing", false);
static FRandom pr_spawnpuff ("SpawnPuff");