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- Now disable the old random flag mostly for game-breaking generators.
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3 changed files with 22 additions and 22 deletions
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@ -62,24 +62,24 @@
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#include "gi.h"
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static FRandom pr_checkmissilerange ("CheckMissileRange", false);
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static FRandom pr_opendoor ("OpenDoor", false);
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static FRandom pr_checkmissilerange ("CheckMissileRange");
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static FRandom pr_opendoor ("OpenDoor");
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static FRandom pr_trywalk ("TryWalk");
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static FRandom pr_newchasedir ("NewChaseDir", false);
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static FRandom pr_lookformonsters ("LookForMonsters", false);
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static FRandom pr_lookforplayers ("LookForPlayers", false);
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static FRandom pr_scaredycat ("Anubis", false);
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FRandom pr_chase ("Chase", false);
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static FRandom pr_facetarget ("FaceTarget", false);
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static FRandom pr_railface ("RailFace", false);
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static FRandom pr_look2 ("LookyLooky", false);
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static FRandom pr_look3 ("IGotHooky", false);
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static FRandom pr_slook ("SlooK", false);
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static FRandom pr_dropoff ("Dropoff", false);
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static FRandom pr_defect ("Defect", false);
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static FRandom pr_newchasedir ("NewChaseDir");
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static FRandom pr_lookformonsters ("LookForMonsters");
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static FRandom pr_lookforplayers ("LookForPlayers");
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static FRandom pr_scaredycat ("Anubis");
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FRandom pr_chase ("Chase");
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static FRandom pr_facetarget ("FaceTarget");
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static FRandom pr_railface ("RailFace");
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static FRandom pr_look2 ("LookyLooky");
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static FRandom pr_look3 ("IGotHooky");
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static FRandom pr_slook ("SlooK");
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static FRandom pr_dropoff ("Dropoff");
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static FRandom pr_defect ("Defect");
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static FRandom pr_skiptarget("SkipTarget", false);
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static FRandom pr_enemystrafe("EnemyStrafe", false);
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static FRandom pr_skiptarget("SkipTarget");
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static FRandom pr_enemystrafe("EnemyStrafe");
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// movement interpolation is fine for objects that are moved by their own
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// velocity. But for monsters it is problematic.
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@ -67,12 +67,12 @@
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#include "events.h"
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#include "actorinlines.h"
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static FRandom pr_botrespawn ("BotRespawn", false);
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static FRandom pr_killmobj ("ActorDie", false);
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static FRandom pr_botrespawn ("BotRespawn");
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static FRandom pr_killmobj ("ActorDie");
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FRandom pr_damagemobj ("ActorTakeDamage");
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static FRandom pr_lightning ("LightningDamage", false);
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static FRandom pr_poison ("PoisonDamage", false);
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static FRandom pr_switcher ("SwitchTarget", false);
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static FRandom pr_lightning ("LightningDamage");
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static FRandom pr_poison ("PoisonDamage");
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static FRandom pr_switcher ("SwitchTarget");
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CVAR (Bool, cl_showsprees, true, CVAR_ARCHIVE)
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CVAR (Bool, cl_showmultikills, true, CVAR_ARCHIVE)
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@ -134,7 +134,7 @@ EXTERN_CVAR (Int, cl_rockettrails)
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static FRandom pr_explodemissile ("ExplodeMissile", false);
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FRandom pr_bounce ("Bounce", false);
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static FRandom pr_reflect ("Reflect", false);
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static FRandom pr_nightmarerespawn ("NightmareRespawn", false);
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static FRandom pr_nightmarerespawn ("NightmareRespawn");
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static FRandom pr_botspawnmobj ("BotSpawnActor", false);
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static FRandom pr_spawnmapthing ("SpawnMapThing", false);
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static FRandom pr_spawnpuff ("SpawnPuff");
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