diff --git a/src/p_enemy.cpp b/src/p_enemy.cpp index a4e67f9cb..d822a633d 100644 --- a/src/p_enemy.cpp +++ b/src/p_enemy.cpp @@ -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. diff --git a/src/p_interaction.cpp b/src/p_interaction.cpp index e28e65f2f..b10788875 100644 --- a/src/p_interaction.cpp +++ b/src/p_interaction.cpp @@ -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) diff --git a/src/p_mobj.cpp b/src/p_mobj.cpp index 055249cb5..d5590528b 100644 --- a/src/p_mobj.cpp +++ b/src/p_mobj.cpp @@ -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");