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https://github.com/ZDoom/gzdoom.git
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Reworked FRandom constructors
Removes ambiguity while keeping old constructor syntax in check for better overall portability.
This commit is contained in:
parent
a1a4a97dcd
commit
3ea5be1ea7
42 changed files with 129 additions and 118 deletions
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@ -169,7 +169,7 @@ static const char *TelefragSounds[] =
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#endif
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static int LastAnnounceTime;
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static FRandom pr_bbannounce ("BBAnnounce", true);
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static FCRandom pr_bbannounce ("BBAnnounce");
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// CODE --------------------------------------------------------------------
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@ -61,7 +61,7 @@ enum
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{
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DEFAULT_PITCH = 128,
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};
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static FRandom pr_soundpitch ("SoundPitch", true);
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static FCRandom pr_soundpitch ("SoundPitch");
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SoundEngine* soundEngine;
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//==========================================================================
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@ -79,11 +79,11 @@
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// EXTERNAL DATA DECLARATIONS ----------------------------------------------
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FRandom pr_exrandom("EX_Random", false);
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FRandom pr_exrandom("EX_Random");
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// PUBLIC DATA DEFINITIONS -------------------------------------------------
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FRandom M_Random(true);
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FCRandom M_Random;
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// Global seed. This is modified predictably to initialize every RNG.
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uint32_t rngseed;
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@ -145,7 +145,7 @@ FRandom::FRandom (bool client)
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#ifndef NDEBUG
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Name = NULL;
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#endif
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if (client)
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if (bClient)
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{
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Next = CRNGList;
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CRNGList = this;
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@ -178,7 +178,7 @@ FRandom::FRandom (const char *name, bool client) : bClient(client)
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#endif
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// Insert the RNG in the list, sorted by CRC
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FRandom **prev = (client ? &CRNGList : &RNGList), * probe = (client ? CRNGList : RNGList);
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FRandom **prev = (bClient ? &CRNGList : &RNGList), * probe = (bClient ? CRNGList : RNGList);
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while (probe != NULL && probe->NameCRC < NameCRC)
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{
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@ -44,9 +44,9 @@ class FSerializer;
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class FRandom : public SFMTObj
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{
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public:
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FRandom (bool client);
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FRandom (const char *name, bool client);
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~FRandom ();
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FRandom() : FRandom(false) {}
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FRandom(const char* name) : FRandom(name, false) {}
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~FRandom();
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int Seed() const
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{
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@ -178,6 +178,10 @@ public:
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static void StaticPrintSeeds ();
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#endif
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protected:
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FRandom(bool client);
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FRandom(const char* name, bool client);
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private:
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#ifndef NDEBUG
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const char *Name;
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@ -189,6 +193,13 @@ private:
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static FRandom *RNGList, *CRNGList;
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};
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class FCRandom : public FRandom
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{
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public:
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FCRandom() : FRandom(true) {}
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FCRandom(const char* name) : FRandom(name, true) {}
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};
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extern uint32_t rngseed; // The starting seed (not part of state)
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extern uint32_t staticrngseed; // Static rngseed that can be set by the user
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@ -196,6 +207,6 @@ extern bool use_staticrng;
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// M_Random can be used for numbers that do not affect gameplay
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extern FRandom M_Random;
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extern FCRandom M_Random;
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#endif
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@ -52,7 +52,7 @@
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#include "gstrings.h"
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#include "g_game.h"
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static FRandom pr_pickteam ("PickRandomTeam", false);
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static FRandom pr_pickteam ("PickRandomTeam");
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CVAR (Float, autoaim, 35.f, CVAR_USERINFO | CVAR_ARCHIVE);
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CVAR (String, name, "Player", CVAR_USERINFO | CVAR_ARCHIVE);
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@ -93,8 +93,8 @@
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#include "fs_findfile.h"
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static FRandom pr_dmspawn ("DMSpawn", false);
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static FRandom pr_pspawn ("PlayerSpawn", false);
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static FRandom pr_dmspawn ("DMSpawn");
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static FRandom pr_pspawn ("PlayerSpawn");
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extern int startpos, laststartpos;
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@ -175,7 +175,7 @@ ELightMode getRealLightmode(FLevelLocals* Level, bool for3d)
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CVAR(Int, sv_alwaystally, 0, CVAR_SERVERINFO)
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static FRandom pr_classchoice ("RandomPlayerClassChoice", false);
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static FRandom pr_classchoice ("RandomPlayerClassChoice");
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extern level_info_t TheDefaultLevelInfo;
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extern bool timingdemo;
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@ -3225,9 +3225,9 @@ class CommandDrawGem : public SBarInfoCommand
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int goalValue;
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private:
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int chainWiggle;
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static FRandom pr_chainwiggle;
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static FCRandom pr_chainwiggle;
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};
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FRandom CommandDrawGem::pr_chainwiggle(true); //use the same method of chain wiggling as heretic.
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FCRandom CommandDrawGem::pr_chainwiggle; //use the same method of chain wiggling as heretic.
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////////////////////////////////////////////////////////////////////////////////
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@ -60,8 +60,8 @@ static TArray<uint8_t> DecalTranslations;
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// Sometimes two machines in a game will disagree on the state of
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// decals. I do not know why.
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static FRandom pr_decalchoice ("DecalChoice", true);
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static FRandom pr_decal ("Decal", true);
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static FCRandom pr_decalchoice ("DecalChoice");
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static FCRandom pr_decal ("Decal");
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class FDecalGroup : public FDecalBase
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{
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@ -61,7 +61,7 @@ extern void InitBotStuff();
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extern void ClearStrifeTypes();
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TArray<PClassActor *> PClassActor::AllActorClasses;
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FRandom FState::pr_statetics("StateTics", false);
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FRandom FState::pr_statetics("StateTics");
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cycle_t ActionCycles;
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@ -56,7 +56,7 @@ FTextureAnimator TexAnim;
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// PRIVATE DATA DEFINITIONS ------------------------------------------------
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static FRandom pr_animatepictures ("AnimatePics", true);
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static FCRandom pr_animatepictures ("AnimatePics");
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// CODE --------------------------------------------------------------------
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@ -62,7 +62,7 @@
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#include "doommenu.h"
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#include "g_game.h"
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static FRandom pr_randomspeech("RandomSpeech", true);
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static FCRandom pr_randomspeech("RandomSpeech");
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static int ConversationMenuY;
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@ -67,7 +67,7 @@
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static FMemArena DynLightArena(sizeof(FDynamicLight) * 200);
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static TArray<FDynamicLight*> FreeList;
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static FRandom randLight(true);
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static FCRandom randLight;
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extern TArray<FLightDefaults *> StateLights;
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@ -39,7 +39,7 @@
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#include "a_pickups.h"
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#include "vm.h"
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static FRandom pr_spot ("SpecialSpot", false);
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static FRandom pr_spot ("SpecialSpot");
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IMPLEMENT_CLASS(DSpotState, false, false)
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@ -54,7 +54,7 @@
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#include "p_checkposition.h"
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#include "actorinlines.h"
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static FRandom pr_botdofire ("BotDoFire", false);
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static FRandom pr_botdofire ("BotDoFire");
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//Checks TRUE reachability from bot to a looker.
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@ -98,7 +98,7 @@ Everything that is changed is marked (maybe commented) with "Added by MC"
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#include "i_system.h" // for SHARE_DIR
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#endif // !_WIN32 && !__APPLE__
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static FRandom pr_botspawn ("BotSpawn", false);
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static FRandom pr_botspawn ("BotSpawn");
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cycle_t BotThinkCycles, BotSupportCycles;
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int BotWTG;
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@ -53,9 +53,9 @@
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#include "p_checkposition.h"
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#include "actorinlines.h"
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static FRandom pr_botopendoor ("BotOpenDoor", false);
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static FRandom pr_bottrywalk ("BotTryWalk", false);
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static FRandom pr_botnewchasedir ("BotNewChaseDir", false);
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static FRandom pr_botopendoor ("BotOpenDoor");
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static FRandom pr_bottrywalk ("BotTryWalk");
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static FRandom pr_botnewchasedir ("BotNewChaseDir");
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// borrow some tables from p_enemy.cpp
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extern dirtype_t opposite[9];
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@ -52,7 +52,7 @@
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#include "d_player.h"
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#include "actorinlines.h"
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static FRandom pr_botmove ("BotMove", false);
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static FRandom pr_botmove ("BotMove");
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//This function is called each tic for each bot,
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//so this is what the bot does.
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@ -56,7 +56,7 @@
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using namespace FileSys;
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static FRandom pr_script("FScript", false);
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static FRandom pr_script("FScript");
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// functions. FParser::SF_ means Script Function not, well.. heh, me
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#include "gi.h"
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#include <vm.h>
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static FRandom pr_lightning ("Lightning", false);
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static FRandom pr_lightning ("Lightning");
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IMPLEMENT_CLASS(DLightningThinker, false, false)
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@ -43,10 +43,10 @@
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// State.
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#include "serializer.h"
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static FRandom pr_flicker ("Flicker", true);
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static FRandom pr_lightflash ("LightFlash", true);
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static FRandom pr_strobeflash ("StrobeFlash", true);
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static FRandom pr_fireflicker ("FireFlicker", true);
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static FCRandom pr_flicker ("Flicker");
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static FCRandom pr_lightflash ("LightFlash");
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static FCRandom pr_strobeflash ("StrobeFlash");
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static FCRandom pr_fireflicker ("FireFlicker");
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//-----------------------------------------------------------------------------
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#include "p_spec.h"
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#include "g_levellocals.h"
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static FRandom pr_doplat ("DoPlat", false);
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static FRandom pr_doplat ("DoPlat");
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IMPLEMENT_CLASS(DPlat, false, false)
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#include "actorinlines.h"
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#include <p_maputl.h>
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static FRandom pr_quake ("Quake", true);
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static FCRandom pr_quake ("Quake");
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IMPLEMENT_CLASS(DEarthquake, false, true)
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@ -540,7 +540,7 @@
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FRandom pr_acs ("ACS", false);
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FRandom pr_acs ("ACS");
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// I imagine this much stack space is probably overkill, but it could
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// potentially get used with recursive functions.
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#include "shadowinlines.h"
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#include "i_time.h"
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static FRandom pr_camissile ("CustomActorfire", false);
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static FRandom pr_cabullet ("CustomBullet", false);
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static FRandom pr_cwjump ("CustomWpJump", false);
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static FRandom pr_cwpunch ("CustomWpPunch", false);
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static FRandom pr_grenade ("ThrowGrenade", false);
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FRandom pr_crailgun ("CustomRailgun", false);
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static FRandom pr_spawndebris ("SpawnDebris", false);
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static FRandom pr_spawnitemex ("SpawnItemEx", false);
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static FRandom pr_burst ("Burst", false);
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static FRandom pr_monsterrefire ("MonsterRefire", false);
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static FRandom pr_teleport("A_Teleport", false);
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static FRandom pr_bfgselfdamage("BFGSelfDamage", false);
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FRandom pr_cajump("CustomJump", false);
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static FRandom pr_camissile ("CustomActorfire");
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static FRandom pr_cabullet ("CustomBullet");
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static FRandom pr_cwjump ("CustomWpJump");
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static FRandom pr_cwpunch ("CustomWpPunch");
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static FRandom pr_grenade ("ThrowGrenade");
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FRandom pr_crailgun ("CustomRailgun");
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static FRandom pr_spawndebris ("SpawnDebris");
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static FRandom pr_spawnitemex ("SpawnItemEx");
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static FRandom pr_burst ("Burst");
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static FRandom pr_monsterrefire ("MonsterRefire");
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static FRandom pr_teleport("A_Teleport");
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static FRandom pr_bfgselfdamage("BFGSelfDamage");
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FRandom pr_cajump("CustomJump");
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//==========================================================================
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//
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@ -746,7 +746,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_StopSoundEx)
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// Generic seeker missile function
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//
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//==========================================================================
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static FRandom pr_seekermissile ("SeekerMissile", false);
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static FRandom pr_seekermissile ("SeekerMissile");
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enum
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{
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SMF_LOOK = 1,
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@ -65,7 +65,7 @@ CVAR (Int, r_rail_trailsparsity, 1, CVAR_ARCHIVE);
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CVAR (Bool, r_particles, true, 0);
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EXTERN_CVAR(Int, r_maxparticles);
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FRandom pr_railtrail("RailTrail", true);
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FCRandom pr_railtrail("RailTrail");
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#define FADEFROMTTL(a) (1.f/(a))
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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_trywalk ("TryWalk", false);
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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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FRandom pr_facetarget ("FaceTarget", false);
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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_avoidcrush("AvoidCrush", false);
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static FRandom pr_stayonlift("StayOnLift", 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");
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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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FRandom pr_facetarget ("FaceTarget");
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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_avoidcrush("AvoidCrush");
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static FRandom pr_stayonlift("StayOnLift");
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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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#include "actorinlines.h"
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#include "d_main.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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FRandom pr_damagemobj ("ActorTakeDamage", false);
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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_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");
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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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@ -95,7 +95,7 @@ static DCeiling::ECrushMode CRUSHTYPE(int a, bool withslowdown)
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return withslowdown? DCeiling::ECrushMode::crushSlowdown : DCeiling::ECrushMode::crushDoom;
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}
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static FRandom pr_glass ("GlassBreak", false);
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static FRandom pr_glass ("GlassBreak");
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// There are aliases for the ACS specials that take names instead of numbers.
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// This table maps them onto the real number-based specials.
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@ -103,10 +103,10 @@ static void CheckForPushSpecial(line_t *line, int side, AActor *mobj, DVector2 *
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static void SpawnShootDecal(AActor *t1, AActor *defaults, const FTraceResults &trace);
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static void SpawnDeepSplash(AActor *t1, const FTraceResults &trace, AActor *puff);
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static FRandom pr_tracebleed("TraceBleed", false);
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static FRandom pr_checkthing("CheckThing", false);
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static FRandom pr_lineattack("LineAttack", false);
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static FRandom pr_crunch("DoCrunch", false);
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static FRandom pr_tracebleed("TraceBleed");
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static FRandom pr_checkthing("CheckThing");
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static FRandom pr_lineattack("LineAttack");
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static FRandom pr_crunch("DoCrunch");
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// keep track of special lines as they are hit,
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||||
// but don't process them until the move is proven valid
|
||||
|
|
|
@ -122,29 +122,29 @@ EXTERN_CVAR (Int, cl_rockettrails)
|
|||
|
||||
// PRIVATE DATA DEFINITIONS ------------------------------------------------
|
||||
|
||||
static FRandom pr_explodemissile ("ExplodeMissile", false);
|
||||
static FRandom pr_reflect ("Reflect", false);
|
||||
static FRandom pr_nightmarerespawn ("NightmareRespawn", false);
|
||||
static FRandom pr_botspawnmobj ("BotSpawnActor", false);
|
||||
static FRandom pr_spawnmapthing ("SpawnMapThing", false);
|
||||
static FRandom pr_spawnpuff ("SpawnPuff", false);
|
||||
static FRandom pr_spawnblood ("SpawnBlood", false);
|
||||
static FRandom pr_splatter ("BloodSplatter", false);
|
||||
static FRandom pr_takedamage ("TakeDamage", false);
|
||||
static FRandom pr_splat ("FAxeSplatter", false);
|
||||
static FRandom pr_ripperblood ("RipperBlood", false);
|
||||
static FRandom pr_chunk ("Chunk", false);
|
||||
static FRandom pr_checkmissilespawn ("CheckMissileSpawn", false);
|
||||
static FRandom pr_missiledamage ("MissileDamage", false);
|
||||
static FRandom pr_multiclasschoice ("MultiClassChoice", false);
|
||||
static FRandom pr_rockettrail("RocketTrail", false);
|
||||
static FRandom pr_uniquetid("UniqueTID", false);
|
||||
static FRandom pr_explodemissile ("ExplodeMissile");
|
||||
static FRandom pr_reflect ("Reflect");
|
||||
static FRandom pr_nightmarerespawn ("NightmareRespawn");
|
||||
static FRandom pr_botspawnmobj ("BotSpawnActor");
|
||||
static FRandom pr_spawnmapthing ("SpawnMapThing");
|
||||
static FRandom pr_spawnpuff ("SpawnPuff");
|
||||
static FRandom pr_spawnblood ("SpawnBlood");
|
||||
static FRandom pr_splatter ("BloodSplatter");
|
||||
static FRandom pr_takedamage ("TakeDamage");
|
||||
static FRandom pr_splat ("FAxeSplatter");
|
||||
static FRandom pr_ripperblood ("RipperBlood");
|
||||
static FRandom pr_chunk ("Chunk");
|
||||
static FRandom pr_checkmissilespawn ("CheckMissileSpawn");
|
||||
static FRandom pr_missiledamage ("MissileDamage");
|
||||
static FRandom pr_multiclasschoice ("MultiClassChoice");
|
||||
static FRandom pr_rockettrail("RocketTrail");
|
||||
static FRandom pr_uniquetid("UniqueTID");
|
||||
|
||||
// PUBLIC DATA DEFINITIONS -------------------------------------------------
|
||||
|
||||
FRandom pr_spawnmobj ("SpawnActor", false);
|
||||
FRandom pr_bounce("Bounce", false);
|
||||
FRandom pr_spawnmissile("SpawnMissile", false);
|
||||
FRandom pr_spawnmobj ("SpawnActor");
|
||||
FRandom pr_bounce("Bounce");
|
||||
FRandom pr_spawnmissile("SpawnMissile");
|
||||
|
||||
CUSTOM_CVAR (Float, sv_gravity, 800.f, CVAR_SERVERINFO|CVAR_NOSAVE|CVAR_NOINITCALL)
|
||||
{
|
||||
|
@ -7956,7 +7956,7 @@ void AActor::SetTranslation(FName trname)
|
|||
// PROP A_RestoreSpecialPosition
|
||||
//
|
||||
//---------------------------------------------------------------------------
|
||||
static FRandom pr_restore("RestorePos", false);
|
||||
static FRandom pr_restore("RestorePos");
|
||||
|
||||
void AActor::RestoreSpecialPosition()
|
||||
{
|
||||
|
|
|
@ -37,8 +37,8 @@
|
|||
#include "g_levellocals.h"
|
||||
#include "actorinlines.h"
|
||||
|
||||
static FRandom pr_botchecksight ("BotCheckSight", false);
|
||||
static FRandom pr_checksight ("CheckSight", false);
|
||||
static FRandom pr_botchecksight ("BotCheckSight");
|
||||
static FRandom pr_checksight ("CheckSight");
|
||||
|
||||
/*
|
||||
==============================================================================
|
||||
|
|
|
@ -100,7 +100,7 @@
|
|||
#include "c_console.h"
|
||||
#include "p_spec_thinkers.h"
|
||||
|
||||
static FRandom pr_actorinspecialsector ("ActorInSpecialSector", false);
|
||||
static FRandom pr_actorinspecialsector ("ActorInSpecialSector");
|
||||
|
||||
EXTERN_CVAR(Bool, cl_predict_specials)
|
||||
EXTERN_CVAR(Bool, forcewater)
|
||||
|
|
|
@ -49,7 +49,7 @@
|
|||
#include "actorinlines.h"
|
||||
#include "animations.h"
|
||||
|
||||
static FRandom pr_switchanim ("AnimSwitch", true);
|
||||
static FCRandom pr_switchanim ("AnimSwitch");
|
||||
|
||||
class DActiveButton : public DThinker
|
||||
{
|
||||
|
|
|
@ -36,8 +36,8 @@
|
|||
|
||||
#define FUDGEFACTOR 10
|
||||
|
||||
static FRandom pr_teleport ("Teleport", false);
|
||||
static FRandom pr_playerteleport("PlayerTeleport", false);
|
||||
static FRandom pr_teleport ("Teleport");
|
||||
static FRandom pr_playerteleport("PlayerTeleport");
|
||||
|
||||
CVAR (Bool, telezoom, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG);
|
||||
|
||||
|
|
|
@ -47,7 +47,7 @@
|
|||
#include "actorinlines.h"
|
||||
#include "vm.h"
|
||||
|
||||
static FRandom pr_leadtarget ("LeadTarget", false);
|
||||
static FRandom pr_leadtarget ("LeadTarget");
|
||||
|
||||
bool FLevelLocals::EV_Thing_Spawn (int tid, AActor *source, int type, DAngle angle, bool fog, int newtid)
|
||||
{
|
||||
|
|
|
@ -95,7 +95,7 @@
|
|||
#include "s_music.h"
|
||||
#include "d_main.h"
|
||||
|
||||
static FRandom pr_skullpop ("SkullPop", false);
|
||||
static FRandom pr_skullpop ("SkullPop");
|
||||
|
||||
// [SP] Allows respawn in single player
|
||||
CVAR(Bool, sv_singleplayerrespawn, false, CVAR_SERVERINFO | CVAR_CHEAT)
|
||||
|
|
|
@ -17,7 +17,7 @@ extern FRandom pr_spawnmissile;
|
|||
extern FRandom pr_facetarget;
|
||||
extern FRandom pr_railface;
|
||||
extern FRandom pr_crailgun;
|
||||
inline FRandom pr_shadowaimz("VerticalShadowAim", false);
|
||||
inline FRandom pr_shadowaimz("VerticalShadowAim");
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
|
|
|
@ -94,8 +94,8 @@ struct InterpolationViewer
|
|||
|
||||
// PRIVATE DATA DECLARATIONS -----------------------------------------------
|
||||
static TArray<InterpolationViewer> PastViewers;
|
||||
static FRandom pr_torchflicker ("TorchFlicker", true);
|
||||
static FRandom pr_hom(true);
|
||||
static FCRandom pr_torchflicker ("TorchFlicker");
|
||||
static FCRandom pr_hom;
|
||||
bool NoInterpolateView; // GL needs access to this.
|
||||
static TArray<DVector3a> InterpolationPath;
|
||||
|
||||
|
|
|
@ -576,7 +576,7 @@ static FRandom *ParseRNG(FScanner &sc, bool client)
|
|||
}
|
||||
else
|
||||
{
|
||||
rng = &pr_exrandom;
|
||||
rng = client ? &M_Random : &pr_exrandom;
|
||||
}
|
||||
return rng;
|
||||
}
|
||||
|
|
|
@ -1163,7 +1163,7 @@ TArray<uint8_t> DoomSoundEngine::ReadSound(int lumpnum)
|
|||
// This is overridden to use a synchronized RNG.
|
||||
//
|
||||
//==========================================================================
|
||||
static FRandom pr_randsound("RandSound", true);
|
||||
static FCRandom pr_randsound("RandSound");
|
||||
|
||||
FSoundID DoomSoundEngine::PickReplacement(FSoundID refid)
|
||||
{
|
||||
|
|
|
@ -288,7 +288,7 @@ static const hexenseq_t HexenSequences[] = {
|
|||
|
||||
static int SeqTrans[MAX_SNDSEQS*3];
|
||||
|
||||
static FRandom pr_sndseq ("SndSeq", true);
|
||||
static FCRandom pr_sndseq ("SndSeq");
|
||||
|
||||
// CODE --------------------------------------------------------------------
|
||||
|
||||
|
|
Loading…
Reference in a new issue