mirror of
https://github.com/ZDoom/raze-gles.git
synced 2025-01-12 03:00:38 +00:00
- replaced RANDOM_RANGE macro with direct calls to RandomRange
This commit is contained in:
parent
cc912fbf93
commit
2af688dd62
28 changed files with 281 additions and 289 deletions
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@ -157,7 +157,7 @@ DoActorDie(short SpriteNum, short weapon)
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}
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else
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{
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if (RANDOM_RANGE(1000) > 500)
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if (RandomRange(1000) > 500)
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{
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SPRITEp wp = &sprite[weapon];
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InitPlasmaFountain(wp, sp);
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@ -166,8 +166,8 @@ DoActorDie(short SpriteNum, short weapon)
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ChangeState(SpriteNum, u->StateEnd);
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u->RotNum = 0;
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u->ActorActionFunc = nullptr;
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sp->xvel = 200 + RANDOM_RANGE(200);
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u->jump_speed = -200 - RANDOM_RANGE(250);
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sp->xvel = 200 + RandomRange(200);
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u->jump_speed = -200 - RandomRange(250);
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DoActorBeginJump(SpriteNum);
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sprite[SpriteNum].ang = sprite[weapon].ang;
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}
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@ -175,7 +175,7 @@ DoActorDie(short SpriteNum, short weapon)
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else
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{
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// test for gibable dead bodies
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if (RANDOM_RANGE(1000) > 500)
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if (RandomRange(1000) > 500)
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SET(sp->cstat, CSTAT_SPRITE_YFLIP);
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ChangeState(SpriteNum, u->StateEnd);
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sp->xvel = 0;
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@ -203,7 +203,7 @@ DoActorDie(short SpriteNum, short weapon)
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break;
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case UZI_SMOKE:
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if (RANDOM_RANGE(1000) > 500)
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if (RandomRange(1000) > 500)
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SET(sp->cstat, CSTAT_SPRITE_YFLIP);
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ChangeState(SpriteNum, u->StateEnd);
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u->RotNum = 0;
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@ -211,13 +211,13 @@ DoActorDie(short SpriteNum, short weapon)
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if (u->ID == RIPPER_RUN_R0 || u->ID == RIPPER2_RUN_R0)
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{
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sp->xvel <<= 1;
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u->jump_speed = -100 - RANDOM_RANGE(250);
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u->jump_speed = -100 - RandomRange(250);
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DoActorBeginJump(SpriteNum);
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}
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else
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{
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sp->xvel = 0;
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u->jump_speed = -10 - RANDOM_RANGE(25);
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u->jump_speed = -10 - RandomRange(25);
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DoActorBeginJump(SpriteNum);
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}
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u->ActorActionFunc = nullptr;
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@ -226,7 +226,7 @@ DoActorDie(short SpriteNum, short weapon)
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break;
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case UZI_SMOKE+1: // Shotgun
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if (RANDOM_RANGE(1000) > 500)
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if (RandomRange(1000) > 500)
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SET(sp->cstat, CSTAT_SPRITE_YFLIP);
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ChangeState(SpriteNum, u->StateEnd);
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u->RotNum = 0;
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@ -234,13 +234,13 @@ DoActorDie(short SpriteNum, short weapon)
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// Rippers still gotta jump or they fall off walls weird
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if (u->ID == RIPPER_RUN_R0 || u->ID == RIPPER2_RUN_R0)
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{
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sp->xvel = 75 + RANDOM_RANGE(100);
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u->jump_speed = -100 - RANDOM_RANGE(150);
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sp->xvel = 75 + RandomRange(100);
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u->jump_speed = -100 - RandomRange(150);
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}
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else
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{
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sp->xvel = 100 + RANDOM_RANGE(200);
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u->jump_speed = -100 - RANDOM_RANGE(250);
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sp->xvel = 100 + RandomRange(200);
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u->jump_speed = -100 - RandomRange(250);
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}
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DoActorBeginJump(SpriteNum);
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u->ActorActionFunc = nullptr;
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@ -258,19 +258,19 @@ DoActorDie(short SpriteNum, short weapon)
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break;
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default:
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if (RANDOM_RANGE(1000) > 700)
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if (RandomRange(1000) > 700)
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{
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SPRITEp wp = &sprite[weapon];
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InitPlasmaFountain(wp, sp);
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}
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if (RANDOM_RANGE(1000) > 500)
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if (RandomRange(1000) > 500)
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SET(sp->cstat, CSTAT_SPRITE_YFLIP);
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ChangeState(SpriteNum, u->StateEnd);
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u->RotNum = 0;
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u->ActorActionFunc = nullptr;
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sp->xvel = 300 + RANDOM_RANGE(400);
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u->jump_speed = -300 - RANDOM_RANGE(350);
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sp->xvel = 300 + RandomRange(400);
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u->jump_speed = -300 - RandomRange(350);
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DoActorBeginJump(SpriteNum);
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sprite[SpriteNum].ang = sprite[weapon].ang;
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break;
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@ -678,7 +678,7 @@ DoActorActionDecide(short SpriteNum)
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// If target was actor, retarget to player it actor died
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// or just randomly give the target actor a break
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//if ((User[u->tgt_sp-sprite] &&
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// User[u->tgt_sp-sprite]->Health <= 0) || RANDOM_RANGE(1000) > 950)
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// User[u->tgt_sp-sprite]->Health <= 0) || RandomRange(1000) > 950)
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// {
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// DoActorPickClosePlayer(SpriteNum);
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// InitActorReposition(SpriteNum);
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@ -986,7 +986,7 @@ DoBunnyQuickJump(short SpriteNum)
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// Kill a rival
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// Only males fight
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if (tu->spal == sp->pal && RANDOM_RANGE(1000) > 995)
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if (tu->spal == sp->pal && RandomRange(1000) > 995)
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{
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if (u->spal == PALETTE_PLAYER8 && tu->spal == PALETTE_PLAYER8)
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{
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@ -1032,7 +1032,7 @@ DoBunnyQuickJump(short SpriteNum)
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{
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PLAYERp pp = nullptr;
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if (RANDOM_RANGE(1000) < 995 && tu->spal != PALETTE_PLAYER0) return false;
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if (RandomRange(1000) < 995 && tu->spal != PALETTE_PLAYER0) return false;
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DoActorPickClosePlayer(SpriteNum);
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@ -1059,7 +1059,7 @@ DoBunnyQuickJump(short SpriteNum)
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}
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else
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{
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if (pp && RANDOM_RANGE(1000) > 200)
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if (pp && RandomRange(1000) > 200)
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{
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short choose_snd;
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int straightsnds[] = {DIGI_RABBITHUMP1,DIGI_RABBITHUMP2,
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@ -1156,7 +1156,7 @@ int DoBunnyStandKill(short SpriteNum)
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NullBunny(SpriteNum);
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// Growl like the bad ass bunny you are!
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if (RANDOM_RANGE(1000) > 800)
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if (RandomRange(1000) > 800)
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PlaySound(DIGI_BUNNYATTACK, sp, v3df_none);
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if ((u->WaitTics -= ACTORMOVETICS) <= 0)
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@ -1198,13 +1198,13 @@ void BunnyHatch(short Weapon)
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// make immediately active
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SET(nu->Flags, SPR_ACTIVE);
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if (RANDOM_RANGE(1000) > 500) // Boy or Girl?
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if (RandomRange(1000) > 500) // Boy or Girl?
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nu->spal = np->pal = PALETTE_PLAYER0; // Girl
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else
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{
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nu->spal = np->pal = PALETTE_PLAYER8; // Boy
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// Oops, mommy died giving birth to a boy
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if (RANDOM_RANGE(1000) > 500)
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if (RandomRange(1000) > 500)
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{
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wu->Health = 0;
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Bunny_Count--; // Bunny died
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@ -1267,7 +1267,7 @@ int BunnyHatch2(short Weapon)
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// make immediately active
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SET(nu->Flags, SPR_ACTIVE);
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if (RANDOM_RANGE(1000) > 500) // Boy or Girl?
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if (RandomRange(1000) > 500) // Boy or Girl?
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{
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nu->spal = np->pal = PALETTE_PLAYER0; // Girl
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nu->Flag1 = SEC(5);
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@ -1285,12 +1285,12 @@ int BunnyHatch2(short Weapon)
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DoActorSetSpeed(New, FAST_SPEED);
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if (TEST_BOOL3(wp))
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{
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PickJumpMaxSpeed(New, -600-RANDOM_RANGE(600));
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PickJumpMaxSpeed(New, -600-RandomRange(600));
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np->xrepeat = np->yrepeat = 64;
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np->xvel = 150 + RANDOM_RANGE(1000);
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np->xvel = 150 + RandomRange(1000);
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nu->Health = 1; // Easy to pop. Like shootn' skeet.
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np->ang -= RANDOM_RANGE(128);
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np->ang += RANDOM_RANGE(128);
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np->ang -= RandomRange(128);
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np->ang += RandomRange(128);
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}
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else
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PickJumpMaxSpeed(New, -600);
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@ -1358,7 +1358,7 @@ DoBunnyMove(short SpriteNum)
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DoActorSectorDamage(SpriteNum);
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if (RANDOM_RANGE(1000) > 985 && sp->pal != PALETTE_PLAYER1 && u->track < 0)
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if (RandomRange(1000) > 985 && sp->pal != PALETTE_PLAYER1 && u->track < 0)
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{
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switch (sector[sp->sectnum].floorpicnum)
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{
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@ -1375,7 +1375,7 @@ DoBunnyMove(short SpriteNum)
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NewStateGroup(SpriteNum,sg_BunnyStand);
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break;
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default:
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sp->ang = NORM_ANGLE(RANDOM_RANGE(2048 << 6) >> 6);
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sp->ang = NORM_ANGLE(RandomRange(2048 << 6) >> 6);
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u->jump_speed = -350;
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DoActorBeginJump(SpriteNum);
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u->ActorActionFunc = DoActorMoveJump;
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@ -1436,7 +1436,7 @@ DoBunnyEat(short SpriteNum)
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case 3562:
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case 3563:
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case 3564:
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if (RANDOM_RANGE(1000) > 970)
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if (RandomRange(1000) > 970)
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NewStateGroup(SpriteNum,sg_BunnyRun);
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break;
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default:
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@ -1469,7 +1469,7 @@ DoBunnyScrew(short SpriteNum)
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DoActorSectorDamage(SpriteNum);
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if (RANDOM_RANGE(1000) > 990) // Bunny sex sounds
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if (RandomRange(1000) > 990) // Bunny sex sounds
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{
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PlaySound(DIGI_BUNNYATTACK, sp, v3df_follow);
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}
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@ -651,7 +651,7 @@ int DoCoolgMatchPlayerZ(short SpriteNum)
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zdiff = (SPRITEp_MID(tsp)) - u->sz;
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// check z diff of the player and the sprite
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zdist = Z(20 + RANDOM_RANGE(100)); // put a random amount
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zdist = Z(20 + RandomRange(100)); // put a random amount
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//zdist = Z(20);
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if (labs(zdiff) > zdist)
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{
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@ -735,7 +735,7 @@ int InitCoolgCircle(short SpriteNum)
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if (labs(u->sz - u->hiz) < labs(u->sz - u->loz))
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u->jump_speed = -u->jump_speed;
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u->WaitTics = (RANDOM_RANGE(3)+1) * 120;
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u->WaitTics = (RandomRange(3)+1) * 120;
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(*u->ActorActionFunc)(SpriteNum);
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@ -847,7 +847,7 @@ int DoCoolgMove(short SpriteNum)
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PlaySound(DIGI_VOID3, sp, v3df_follow);
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RESET(sp->cstat, CSTAT_SPRITE_TRANSLUCENT);
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SET(sp->cstat, CSTAT_SPRITE_INVISIBLE);
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u->ShellNum = SEC(1) + SEC(RANDOM_RANGE(2));
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u->ShellNum = SEC(1) + SEC(RandomRange(2));
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break;
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case 2:
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SET(sp->cstat, CSTAT_SPRITE_TRANSLUCENT);
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@ -858,7 +858,7 @@ int DoCoolgMove(short SpriteNum)
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PlaySound(DIGI_VOID3, sp, v3df_follow);
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RESET(sp->cstat, CSTAT_SPRITE_TRANSLUCENT);
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RESET(sp->cstat, CSTAT_SPRITE_INVISIBLE);
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u->ShellNum = SEC(2) + SEC(RANDOM_RANGE(3));
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u->ShellNum = SEC(2) + SEC(RandomRange(3));
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break;
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default:
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u->FlagOwner = 0;
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@ -562,7 +562,7 @@ int SpawnCoolg(short SpriteNum)
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{
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// Don't do a ghost every time
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if (RANDOM_RANGE(1000) > 700 || Skill < MinEnemySkill - 1)
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if (RandomRange(1000) > 700 || Skill < MinEnemySkill - 1)
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{
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return(0);
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}
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@ -487,7 +487,7 @@ int DoEelMatchPlayerZ(short SpriteNum)
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zdiff = (SPRITEp_BOS(tsp) - Z(8)) - u->sz;
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// check z diff of the player and the sprite
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zdist = Z(20 + RANDOM_RANGE(64)); // put a random amount
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zdist = Z(20 + RandomRange(64)); // put a random amount
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if (labs(zdiff) > zdist)
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{
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if (zdiff > 0)
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@ -588,9 +588,9 @@ DoEelDeath(short SpriteNum)
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if (sp->z >= u->loz)
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{
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RESET(u->Flags, SPR_FALLING|SPR_SLIDING);
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if (RANDOM_RANGE(1000) > 500)
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if (RandomRange(1000) > 500)
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SET(sp->cstat, CSTAT_SPRITE_XFLIP);
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if (RANDOM_RANGE(1000) > 500)
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if (RandomRange(1000) > 500)
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SET(sp->cstat, CSTAT_SPRITE_YFLIP);
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NewStateGroup(SpriteNum, u->ActorActionSet->Dead);
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return 0;
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@ -116,11 +116,6 @@ inline int RANDOM(void)
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}
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#define RANDOM_P2(pwr_of_2) (MOD_P2(RANDOM(),(pwr_of_2)))
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#define RANDOM_RANGE(range) (RandomRange(range))
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#define PRINT(line,str) DebugPrint(line,str)
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//
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// Map directions/degrees
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@ -362,7 +362,7 @@ int DoHornetMatchPlayerZ(short SpriteNum)
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zdiff = (SPRITEp_MID(tsp)) - u->sz;
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// check z diff of the player and the sprite
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zdist = Z(20 + RANDOM_RANGE(200)); // put a random amount
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zdist = Z(20 + RandomRange(200)); // put a random amount
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if (labs(zdiff) > zdist)
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{
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if (zdiff > 0)
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@ -446,7 +446,7 @@ int InitHornetCircle(short SpriteNum)
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if (labs(u->sz - u->hiz) < labs(u->sz - u->loz))
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u->jump_speed = -u->jump_speed;
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u->WaitTics = (RANDOM_RANGE(3)+1) * 60;
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u->WaitTics = (RandomRange(3)+1) * 60;
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(*u->ActorActionFunc)(SpriteNum);
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@ -304,7 +304,7 @@ void UseInventoryCloak(PLAYERp pp)
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sp->shade = 100;
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PlaySound(DIGI_GASPOP, pp, v3df_none);
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//if(RANDOM_RANGE(1000) > 950)
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//if(RandomRange(1000) > 950)
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if (pp == Player+myconnectindex)
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PlayerSound(DIGI_IAMSHADOW, v3df_follow|v3df_dontpan,pp);
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}
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@ -262,7 +262,7 @@ DoWallBloodDrip(short SpriteNum)
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SPRITEp sp = &sprite[SpriteNum];
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USERp u = User[SpriteNum].Data();
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//sp->z += (300+RANDOM_RANGE(2300)) >> 1;
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//sp->z += (300+RandomRange(2300)) >> 1;
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// sy & sz are the ceiling and floor of the sector you are sliding down
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if (u->sz != u->sy)
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@ -275,13 +275,13 @@ DoWallBloodDrip(short SpriteNum)
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}
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else
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{
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sp->zvel = (300+RANDOM_RANGE(2300)) >> 1;
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sp->zvel = (300+RandomRange(2300)) >> 1;
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sp->z += sp->zvel;
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}
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}
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else
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{
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sp->zvel = (300+RANDOM_RANGE(2300)) >> 1;
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sp->zvel = (300+RandomRange(2300)) >> 1;
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sp->z += sp->zvel;
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}
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@ -313,8 +313,8 @@ SpawnMidSplash(short SpriteNum)
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//SetOwner(Weapon, New);
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np->shade = -12;
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np->xrepeat = 70-RANDOM_RANGE(20);
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np->yrepeat = 70-RANDOM_RANGE(20);
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np->xrepeat = 70-RandomRange(20);
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np->yrepeat = 70-RandomRange(20);
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np->opos = sp->opos;
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SET(np->cstat, CSTAT_SPRITE_YCENTER);
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RESET(np->cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
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@ -347,8 +347,8 @@ SpawnFloorSplash(short SpriteNum)
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//SetOwner(Weapon, New);
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np->shade = -12;
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np->xrepeat = 70-RANDOM_RANGE(20);
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np->yrepeat = 70-RANDOM_RANGE(20);
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np->xrepeat = 70-RandomRange(20);
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np->yrepeat = 70-RandomRange(20);
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np->opos = sp->opos;
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SET(np->cstat, CSTAT_SPRITE_YCENTER);
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RESET(np->cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
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@ -480,7 +480,7 @@ DoBloodSpray(int16_t Weapon)
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}
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sp->xvel = sp->yvel = u->xchange = u->ychange = 0;
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sp->xrepeat = sp->yrepeat = 70 - RANDOM_RANGE(25);
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sp->xrepeat = sp->yrepeat = 70 - RandomRange(25);
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sp->x = sprite[wb].x;
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sp->y = sprite[wb].y;
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@ -567,8 +567,8 @@ DoBloodSpray(int16_t Weapon)
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SetOwner(Weapon, New);
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np->shade = -12;
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np->xrepeat = 40-RANDOM_RANGE(30);
|
||||
np->yrepeat = 40-RANDOM_RANGE(30);
|
||||
np->xrepeat = 40-RandomRange(30);
|
||||
np->yrepeat = 40-RandomRange(30);
|
||||
np->opos = sp->opos;
|
||||
SET(np->cstat, CSTAT_SPRITE_YCENTER);
|
||||
RESET(np->cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
|
||||
|
@ -790,8 +790,8 @@ DoPhosphorus(int16_t Weapon)
|
|||
np->hitag = LUMINOUS; // Always full brightness
|
||||
SetOwner(Weapon, New);
|
||||
np->shade = -40;
|
||||
np->xrepeat = 12 + RANDOM_RANGE(10);
|
||||
np->yrepeat = 12 + RANDOM_RANGE(10);
|
||||
np->xrepeat = 12 + RandomRange(10);
|
||||
np->yrepeat = 12 + RandomRange(10);
|
||||
np->opos = sp->opos;
|
||||
SET(np->cstat, CSTAT_SPRITE_YCENTER);
|
||||
RESET(np->cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
|
||||
|
@ -1479,7 +1479,7 @@ InitSpriteChemBomb(int16_t SpriteNum)
|
|||
SET(wp->cstat, CSTAT_SPRITE_YCENTER);
|
||||
SET(wp->cstat, CSTAT_SPRITE_BLOCK);
|
||||
|
||||
wp->zvel = short(-RANDOM_RANGE(100) * HORIZ_MULT);
|
||||
wp->zvel = short(-RandomRange(100) * HORIZ_MULT);
|
||||
|
||||
wp->clipdist = 80L >> 2;
|
||||
|
||||
|
@ -1541,7 +1541,7 @@ InitChemBomb(short SpriteNum)
|
|||
if (SpriteInUnderwaterArea(wp))
|
||||
SET(wu->Flags, SPR_UNDERWATER);
|
||||
|
||||
wp->zvel = short(-RANDOM_RANGE(100) * HORIZ_MULT);
|
||||
wp->zvel = short(-RandomRange(100) * HORIZ_MULT);
|
||||
wp->clipdist = 0;
|
||||
|
||||
if (u->ID == MUSHROOM_CLOUD || u->ID == 3121 || u->ID == SUMO_RUN_R0) // 3121 == GRENADE_EXP
|
||||
|
@ -1624,7 +1624,7 @@ PlayerInitFlashBomb(PLAYERp pp)
|
|||
{
|
||||
int choosesnd = 0;
|
||||
|
||||
choosesnd = RANDOM_RANGE(MAX_PAIN);
|
||||
choosesnd = RandomRange(MAX_PAIN);
|
||||
|
||||
PlayerSound(PlayerLowHealthPainVocs[choosesnd],v3df_dontpan|v3df_doppler|v3df_follow,pp);
|
||||
}
|
||||
|
@ -1684,7 +1684,7 @@ InitFlashBomb(int16_t SpriteNum)
|
|||
{
|
||||
int choosesnd = 0;
|
||||
|
||||
choosesnd = RANDOM_RANGE(MAX_PAIN);
|
||||
choosesnd = RandomRange(MAX_PAIN);
|
||||
|
||||
PlayerSound(PlayerLowHealthPainVocs[choosesnd],v3df_dontpan|v3df_doppler|v3df_follow,pp);
|
||||
}
|
||||
|
@ -1824,7 +1824,7 @@ PlayerInitCaltrops(PLAYERp pp)
|
|||
// Spawn a shot
|
||||
// Inserting and setting up variables
|
||||
w = SpawnSprite(STAT_DEAD_ACTOR, CALTROPS, s_Caltrops, pp->cursectnum,
|
||||
nx, ny, nz, pp->angle.ang.asbuild(), (CHEMBOMB_VELOCITY + RANDOM_RANGE(CHEMBOMB_VELOCITY)) / 2);
|
||||
nx, ny, nz, pp->angle.ang.asbuild(), (CHEMBOMB_VELOCITY + RandomRange(CHEMBOMB_VELOCITY)) / 2);
|
||||
|
||||
wp = &sprite[w];
|
||||
wu = User[w].Data();
|
||||
|
@ -1852,7 +1852,7 @@ PlayerInitCaltrops(PLAYERp pp)
|
|||
SET(wu->Flags, SPR_UNDERWATER);
|
||||
|
||||
// They go out at different angles
|
||||
// wp->ang = NORM_ANGLE(pp->angle.ang.asbuild() + (RANDOM_RANGE(50) - 25));
|
||||
// wp->ang = NORM_ANGLE(pp->angle.ang.asbuild() + (RandomRange(50) - 25));
|
||||
|
||||
wp->zvel = -pp->horizon.horiz.asq16() >> 9;
|
||||
|
||||
|
@ -1920,7 +1920,7 @@ InitCaltrops(int16_t SpriteNum)
|
|||
wu->floor_dist = Z(3);
|
||||
wu->Counter = 0;
|
||||
|
||||
wp->zvel = short(-RANDOM_RANGE(100) * HORIZ_MULT);
|
||||
wp->zvel = short(-RandomRange(100) * HORIZ_MULT);
|
||||
|
||||
// wp->clipdist = 80L>>2;
|
||||
|
||||
|
@ -1950,7 +1950,7 @@ InitPhosphorus(int16_t SpriteNum)
|
|||
ny = sp->y;
|
||||
nz = sp->z;
|
||||
|
||||
daang = NORM_ANGLE(RANDOM_RANGE(2048));
|
||||
daang = NORM_ANGLE(RandomRange(2048));
|
||||
|
||||
// Spawn a shot
|
||||
// Inserting and setting up variables
|
||||
|
@ -1982,7 +1982,7 @@ InitPhosphorus(int16_t SpriteNum)
|
|||
wu->floor_dist = Z(3);
|
||||
wu->Counter = 0;
|
||||
|
||||
wp->zvel = short(-RANDOM_RANGE(100) * HORIZ_MULT);
|
||||
wp->zvel = short(-RandomRange(100) * HORIZ_MULT);
|
||||
|
||||
wu->xchange = MOVEx(wp->xvel, wp->ang);
|
||||
wu->ychange = MOVEy(wp->xvel, wp->ang);
|
||||
|
@ -2004,13 +2004,13 @@ InitBloodSpray(int16_t SpriteNum, bool dogib, short velocity)
|
|||
|
||||
|
||||
if (dogib)
|
||||
cnt = RANDOM_RANGE(3)+1;
|
||||
cnt = RandomRange(3)+1;
|
||||
else
|
||||
cnt = 1;
|
||||
|
||||
//if(dogib)
|
||||
// {
|
||||
rnd = RANDOM_RANGE(1000);
|
||||
rnd = RandomRange(1000);
|
||||
if (rnd > 650)
|
||||
PlaySound(DIGI_GIBS1, sp, v3df_none);
|
||||
else if (rnd > 350)
|
||||
|
@ -2026,14 +2026,14 @@ InitBloodSpray(int16_t SpriteNum, bool dogib, short velocity)
|
|||
{
|
||||
|
||||
if (velocity == -1)
|
||||
vel = 105+RANDOM_RANGE(320);
|
||||
vel = 105+RandomRange(320);
|
||||
else if (velocity == -2)
|
||||
vel = 105+RANDOM_RANGE(100);
|
||||
vel = 105+RandomRange(100);
|
||||
|
||||
if (dogib)
|
||||
ang = NORM_ANGLE(ang + 512 + RANDOM_RANGE(200));
|
||||
ang = NORM_ANGLE(ang + 512 + RandomRange(200));
|
||||
else
|
||||
ang = NORM_ANGLE(ang+1024+256 - RANDOM_RANGE(256));
|
||||
ang = NORM_ANGLE(ang+1024+256 - RandomRange(256));
|
||||
|
||||
nx = sp->x;
|
||||
ny = sp->y;
|
||||
|
@ -2057,8 +2057,8 @@ InitBloodSpray(int16_t SpriteNum, bool dogib, short velocity)
|
|||
wp->shade = -12;
|
||||
|
||||
SetOwner(SpriteNum, w);
|
||||
wp->yrepeat = 64-RANDOM_RANGE(35);
|
||||
wp->xrepeat = 64-RANDOM_RANGE(35);
|
||||
wp->yrepeat = 64-RandomRange(35);
|
||||
wp->xrepeat = 64-RandomRange(35);
|
||||
wp->shade = -15;
|
||||
wp->clipdist = sp->clipdist;
|
||||
wu->WeaponNum = u->WeaponNum;
|
||||
|
@ -2067,7 +2067,7 @@ InitBloodSpray(int16_t SpriteNum, bool dogib, short velocity)
|
|||
wu->floor_dist = Z(3);
|
||||
wu->Counter = 0;
|
||||
|
||||
wp->zvel = short((-10 - RANDOM_RANGE(50)) * HORIZ_MULT);
|
||||
wp->zvel = short((-10 - RandomRange(50)) * HORIZ_MULT);
|
||||
|
||||
wu->xchange = MOVEx(wp->xvel, wp->ang);
|
||||
wu->ychange = MOVEy(wp->xvel, wp->ang);
|
||||
|
@ -2471,12 +2471,12 @@ InitShell(int16_t SpriteNum, int16_t ShellNum)
|
|||
case -3:
|
||||
id = UZI_SHELL;
|
||||
p = s_UziShellShrap;
|
||||
velocity = 1500 + RANDOM_RANGE(1000);
|
||||
velocity = 1500 + RandomRange(1000);
|
||||
break;
|
||||
case -4:
|
||||
id = SHOT_SHELL;
|
||||
p = s_ShotgunShellShrap;
|
||||
velocity = 2000 + RANDOM_RANGE(1000);
|
||||
velocity = 2000 + RandomRange(1000);
|
||||
break;
|
||||
}
|
||||
|
||||
|
@ -2552,7 +2552,7 @@ InitShell(int16_t SpriteNum, int16_t ShellNum)
|
|||
//if (TEST(u->PlayerP->Flags, PF_DIVING) || SpriteInUnderwaterArea(wp))
|
||||
// SET(wu->Flags, SPR_UNDERWATER);
|
||||
wu->jump_speed = 200;
|
||||
wu->jump_speed += RANDOM_RANGE(400);
|
||||
wu->jump_speed += RandomRange(400);
|
||||
wu->jump_speed = -wu->jump_speed;
|
||||
|
||||
DoBeginJump(w);
|
||||
|
|
|
@ -311,7 +311,7 @@ void DoLighting(void)
|
|||
|
||||
if ((RANDOM_P2(128 << 8) >> 8) > 64)
|
||||
{
|
||||
sp->shade = -LIGHT_MaxBright(sp) + RANDOM_RANGE(LIGHT_MaxBright(sp) + LIGHT_MaxDark(sp));
|
||||
sp->shade = -LIGHT_MaxBright(sp) + RandomRange(LIGHT_MaxBright(sp) + LIGHT_MaxDark(sp));
|
||||
SectorLightShade(sp, sp->shade);
|
||||
DiffuseLighting(sp);
|
||||
}
|
||||
|
@ -403,7 +403,7 @@ void DoLighting(void)
|
|||
|
||||
if ((RANDOM_P2(128 << 8) >> 8) > 64)
|
||||
{
|
||||
sp->shade = -LIGHT_MaxBright(sp) + RANDOM_RANGE(LIGHT_MaxBright(sp) + LIGHT_MaxDark(sp));
|
||||
sp->shade = -LIGHT_MaxBright(sp) + RandomRange(LIGHT_MaxBright(sp) + LIGHT_MaxDark(sp));
|
||||
SectorLightShade(sp, sp->shade);
|
||||
DiffuseLighting(sp);
|
||||
}
|
||||
|
|
|
@ -160,7 +160,7 @@ int DoToiletGirl(short SpriteNum)
|
|||
|
||||
if (u->FlagOwner != 1)
|
||||
{
|
||||
if (RANDOM_RANGE(1000) > 980)
|
||||
if (RandomRange(1000) > 980)
|
||||
{
|
||||
short choose_snd;
|
||||
|
||||
|
@ -181,13 +181,13 @@ int DoToiletGirl(short SpriteNum)
|
|||
{
|
||||
if (!SoundValidAndActive(sp, CHAN_AnimeMad))
|
||||
{
|
||||
if (RANDOM_RANGE(1000<<8)>>8 > 500)
|
||||
if (RandomRange(1000<<8)>>8 > 500)
|
||||
PlaySound(DIGI_ANIMEMAD1, sp, v3df_dontpan, CHAN_AnimeMad);
|
||||
else
|
||||
PlaySound(DIGI_ANIMEMAD2, sp, v3df_dontpan, CHAN_AnimeMad);
|
||||
}
|
||||
ChangeState(SpriteNum,s_ToiletGirlUzi);
|
||||
u->WaitTics = SEC(1)+SEC(RANDOM_RANGE(3<<8)>>8);
|
||||
u->WaitTics = SEC(1)+SEC(RandomRange(3<<8)>>8);
|
||||
u->FlagOwner = 0;
|
||||
}
|
||||
|
||||
|
@ -226,13 +226,13 @@ int NullToiletGirl(short SpriteNum)
|
|||
{
|
||||
if (!SoundValidAndActive(sp, CHAN_AnimeMad))
|
||||
{
|
||||
if (RANDOM_RANGE(1000<<8)>>8 > 500)
|
||||
if (RandomRange(1000<<8)>>8 > 500)
|
||||
PlaySound(DIGI_ANIMEMAD1, sp, v3df_dontpan, CHAN_AnimeMad);
|
||||
else
|
||||
PlaySound(DIGI_ANIMEMAD2, sp, v3df_dontpan, CHAN_AnimeMad);
|
||||
}
|
||||
ChangeState(SpriteNum,s_ToiletGirlUzi);
|
||||
u->WaitTics = SEC(1)+SEC(RANDOM_RANGE(3<<8)>>8);
|
||||
u->WaitTics = SEC(1)+SEC(RandomRange(3<<8)>>8);
|
||||
u->FlagOwner = 0;
|
||||
}
|
||||
|
||||
|
@ -248,7 +248,7 @@ int ToiletGirlUzi(short SpriteNum)
|
|||
|
||||
if ((u->WaitTics -= ACTORMOVETICS) <= 0)
|
||||
{
|
||||
u->WaitTics = RANDOM_RANGE(240)+120;
|
||||
u->WaitTics = RandomRange(240)+120;
|
||||
ChangeState(SpriteNum,s_ToiletGirlStand);
|
||||
u->FlagOwner = 0;
|
||||
}
|
||||
|
@ -397,7 +397,7 @@ int DoWashGirl(short SpriteNum)
|
|||
DoActorPickClosePlayer(SpriteNum);
|
||||
ICanSee = FAFcansee(sp->x,sp->y,SPRITEp_MID(sp),sp->sectnum,u->tgt_sp->x,u->tgt_sp->y,SPRITEp_MID(u->tgt_sp),u->tgt_sp->sectnum);
|
||||
|
||||
if (RANDOM_RANGE(1000) > 980 && u->ShellNum <= 0)
|
||||
if (RandomRange(1000) > 980 && u->ShellNum <= 0)
|
||||
{
|
||||
if (!SoundValidAndActive(sp, CHAN_AnimeSing))
|
||||
{
|
||||
|
@ -408,7 +408,7 @@ int DoWashGirl(short SpriteNum)
|
|||
}
|
||||
|
||||
ChangeState(SpriteNum,s_WashGirlStandScrub);
|
||||
u->ShellNum = RANDOM_RANGE(2*120)+240;
|
||||
u->ShellNum = RandomRange(2*120)+240;
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -429,13 +429,13 @@ int DoWashGirl(short SpriteNum)
|
|||
{
|
||||
if (!SoundValidAndActive(sp, CHAN_AnimeMad))
|
||||
{
|
||||
if (RANDOM_RANGE(1000<<8)>>8 > 500)
|
||||
if (RandomRange(1000<<8)>>8 > 500)
|
||||
PlaySound(DIGI_ANIMEMAD1, sp, v3df_dontpan, CHAN_AnimeMad);
|
||||
else
|
||||
PlaySound(DIGI_ANIMEMAD2, sp, v3df_dontpan, CHAN_AnimeMad);
|
||||
}
|
||||
ChangeState(SpriteNum,s_WashGirlUzi);
|
||||
u->WaitTics = SEC(1)+SEC(RANDOM_RANGE(3<<8)>>8);
|
||||
u->WaitTics = SEC(1)+SEC(RandomRange(3<<8)>>8);
|
||||
u->FlagOwner = 0;
|
||||
}
|
||||
|
||||
|
@ -471,13 +471,13 @@ int NullWashGirl(short SpriteNum)
|
|||
{
|
||||
if (!SoundValidAndActive(sp, CHAN_AnimeMad))
|
||||
{
|
||||
if (RANDOM_RANGE(1000<<8)>>8 > 500)
|
||||
if (RandomRange(1000<<8)>>8 > 500)
|
||||
PlaySound(DIGI_ANIMEMAD1, sp, v3df_dontpan, CHAN_AnimeMad);
|
||||
else
|
||||
PlaySound(DIGI_ANIMEMAD2, sp, v3df_dontpan, CHAN_AnimeMad);
|
||||
}
|
||||
ChangeState(SpriteNum,s_WashGirlUzi);
|
||||
u->WaitTics = SEC(1)+SEC(RANDOM_RANGE(3<<8)>>8);
|
||||
u->WaitTics = SEC(1)+SEC(RandomRange(3<<8)>>8);
|
||||
u->FlagOwner = 0;
|
||||
}
|
||||
|
||||
|
@ -493,7 +493,7 @@ int WashGirlUzi(short SpriteNum)
|
|||
|
||||
if ((u->WaitTics -= ACTORMOVETICS) <= 0)
|
||||
{
|
||||
u->WaitTics = RANDOM_RANGE(240)+120;
|
||||
u->WaitTics = RandomRange(240)+120;
|
||||
ChangeState(SpriteNum,s_WashGirlStand);
|
||||
u->FlagOwner = 0;
|
||||
}
|
||||
|
@ -816,8 +816,8 @@ int PachinkoCheckWin(short SpriteNum)
|
|||
if (TEST_BOOL1(sp)) return 0;
|
||||
|
||||
// Well? Did I win????!
|
||||
/*short rnd = */RANDOM_RANGE(1000);
|
||||
if (RANDOM_RANGE(1000) > 900 || Pachinko_Win_Cheat)
|
||||
/*short rnd = */RandomRange(1000);
|
||||
if (RandomRange(1000) > 900 || Pachinko_Win_Cheat)
|
||||
{
|
||||
int i;
|
||||
SPRITEp tsp;
|
||||
|
@ -874,10 +874,10 @@ int Pachinko1Operate(short SpriteNum)
|
|||
SPRITEp sp = &sprite[SpriteNum];
|
||||
short rnd;
|
||||
|
||||
rnd = RANDOM_RANGE(1000);
|
||||
rnd = RandomRange(1000);
|
||||
if (rnd > 900)
|
||||
{
|
||||
rnd = RANDOM_RANGE(1000); // TEMP SOUNDS: Need pachinko sounds!
|
||||
rnd = RandomRange(1000); // TEMP SOUNDS: Need pachinko sounds!
|
||||
if (rnd > 700)
|
||||
PlaySound(DIGI_PROLL1, sp, v3df_none);
|
||||
else if (rnd > 400)
|
||||
|
@ -1276,7 +1276,7 @@ int DoCarGirl(short SpriteNum)
|
|||
if (!SoundValidAndActive(sp, CHAN_AnimeMad))
|
||||
{
|
||||
short choose;
|
||||
choose = RANDOM_RANGE(1000);
|
||||
choose = RandomRange(1000);
|
||||
|
||||
if (choose > 750)
|
||||
PlaySound(DIGI_LANI049, sp, v3df_dontpan, CHAN_AnimeMad);
|
||||
|
@ -1288,7 +1288,7 @@ int DoCarGirl(short SpriteNum)
|
|||
PlaySound(DIGI_LANI054, sp, v3df_dontpan, CHAN_AnimeMad);
|
||||
}
|
||||
ChangeState(SpriteNum,s_CarGirlUzi);
|
||||
u->WaitTics = SEC(3)+SEC(RANDOM_RANGE(2<<8)>>8);
|
||||
u->WaitTics = SEC(3)+SEC(RandomRange(2<<8)>>8);
|
||||
u->FlagOwner = 0;
|
||||
}
|
||||
}
|
||||
|
@ -1329,7 +1329,7 @@ int NullCarGirl(short SpriteNum)
|
|||
if (!SoundValidAndActive(sp, CHAN_AnimeMad))
|
||||
{
|
||||
short choose;
|
||||
choose = RANDOM_RANGE(1000);
|
||||
choose = RandomRange(1000);
|
||||
|
||||
if (choose > 750)
|
||||
PlaySound(DIGI_LANI049, sp, v3df_dontpan, CHAN_AnimeMad);
|
||||
|
@ -1341,7 +1341,7 @@ int NullCarGirl(short SpriteNum)
|
|||
PlaySound(DIGI_LANI054, sp, v3df_dontpan, CHAN_AnimeMad);
|
||||
}
|
||||
ChangeState(SpriteNum,s_CarGirlUzi);
|
||||
u->WaitTics = SEC(3)+SEC(RANDOM_RANGE(2<<8)>>8);
|
||||
u->WaitTics = SEC(3)+SEC(RandomRange(2<<8)>>8);
|
||||
u->FlagOwner = 0;
|
||||
}
|
||||
|
||||
|
@ -1357,7 +1357,7 @@ int CarGirlUzi(short SpriteNum)
|
|||
|
||||
if ((u->WaitTics -= ACTORMOVETICS) <= 0)
|
||||
{
|
||||
u->WaitTics = RANDOM_RANGE(240)+120;
|
||||
u->WaitTics = RandomRange(240)+120;
|
||||
ChangeState(SpriteNum,s_CarGirlStand);
|
||||
u->FlagOwner = 0;
|
||||
}
|
||||
|
@ -1495,7 +1495,7 @@ int DoMechanicGirl(short SpriteNum)
|
|||
if (!SoundValidAndActive(sp, CHAN_AnimeMad))
|
||||
{
|
||||
short choose;
|
||||
choose = RANDOM_RANGE(1000);
|
||||
choose = RandomRange(1000);
|
||||
|
||||
if (choose > 750)
|
||||
PlaySound(DIGI_LANI073, sp, v3df_dontpan, CHAN_AnimeMad);
|
||||
|
@ -1507,7 +1507,7 @@ int DoMechanicGirl(short SpriteNum)
|
|||
PlaySound(DIGI_LANI079, sp, v3df_dontpan, CHAN_AnimeMad);
|
||||
}
|
||||
ChangeState(SpriteNum,s_MechanicGirlDrill);
|
||||
u->WaitTics = SEC(1)+SEC(RANDOM_RANGE(2<<8)>>8);
|
||||
u->WaitTics = SEC(1)+SEC(RandomRange(2<<8)>>8);
|
||||
u->FlagOwner = 0;
|
||||
}
|
||||
}
|
||||
|
@ -1548,7 +1548,7 @@ int NullMechanicGirl(short SpriteNum)
|
|||
if (!SoundValidAndActive(sp, CHAN_AnimeMad))
|
||||
{
|
||||
short choose;
|
||||
choose = RANDOM_RANGE(1000);
|
||||
choose = RandomRange(1000);
|
||||
|
||||
if (choose > 750)
|
||||
PlaySound(DIGI_LANI073, sp, v3df_dontpan, CHAN_AnimeMad);
|
||||
|
@ -1560,7 +1560,7 @@ int NullMechanicGirl(short SpriteNum)
|
|||
PlaySound(DIGI_LANI079, sp, v3df_dontpan, CHAN_AnimeMad);
|
||||
}
|
||||
ChangeState(SpriteNum,s_MechanicGirlDrill);
|
||||
u->WaitTics = SEC(1)+SEC(RANDOM_RANGE(2<<8)>>8);
|
||||
u->WaitTics = SEC(1)+SEC(RandomRange(2<<8)>>8);
|
||||
u->FlagOwner = 0;
|
||||
}
|
||||
|
||||
|
@ -1576,7 +1576,7 @@ int MechanicGirlDrill(short SpriteNum)
|
|||
|
||||
if ((u->WaitTics -= ACTORMOVETICS) <= 0)
|
||||
{
|
||||
u->WaitTics = RANDOM_RANGE(240)+120;
|
||||
u->WaitTics = RandomRange(240)+120;
|
||||
ChangeState(SpriteNum,s_MechanicGirlStand);
|
||||
u->FlagOwner = 0;
|
||||
}
|
||||
|
@ -1715,7 +1715,7 @@ int DoSailorGirl(short SpriteNum)
|
|||
if (!SoundValidAndActive(sp, CHAN_AnimeMad))
|
||||
{
|
||||
short choose;
|
||||
choose = RANDOM_RANGE(1000);
|
||||
choose = RandomRange(1000);
|
||||
|
||||
if (choose > 750 && alreadythrew < 3)
|
||||
{
|
||||
|
@ -1731,7 +1731,7 @@ int DoSailorGirl(short SpriteNum)
|
|||
PlaySound(DIGI_LANI066, sp, v3df_dontpan, CHAN_AnimeMad);
|
||||
}
|
||||
ChangeState(SpriteNum,s_SailorGirlThrow);
|
||||
u->WaitTics = SEC(1)+SEC(RANDOM_RANGE(3<<8)>>8);
|
||||
u->WaitTics = SEC(1)+SEC(RandomRange(3<<8)>>8);
|
||||
u->FlagOwner = 0;
|
||||
}
|
||||
}
|
||||
|
@ -1773,7 +1773,7 @@ int NullSailorGirl(short SpriteNum)
|
|||
if (!SoundValidAndActive(sp, CHAN_AnimeMad))
|
||||
{
|
||||
short choose;
|
||||
choose = RANDOM_RANGE(1000);
|
||||
choose = RandomRange(1000);
|
||||
|
||||
if (choose > 750 && alreadythrew < 3)
|
||||
{
|
||||
|
@ -1789,7 +1789,7 @@ int NullSailorGirl(short SpriteNum)
|
|||
PlaySound(DIGI_LANI066, sp, v3df_dontpan, CHAN_AnimeMad);
|
||||
}
|
||||
ChangeState(SpriteNum,s_SailorGirlThrow);
|
||||
u->WaitTics = SEC(1)+SEC(RANDOM_RANGE(3<<8)>>8);
|
||||
u->WaitTics = SEC(1)+SEC(RandomRange(3<<8)>>8);
|
||||
u->FlagOwner = 0;
|
||||
}
|
||||
|
||||
|
@ -1805,7 +1805,7 @@ int SailorGirlThrow(short SpriteNum)
|
|||
|
||||
if ((u->WaitTics -= ACTORMOVETICS) <= 0)
|
||||
{
|
||||
u->WaitTics = RANDOM_RANGE(240)+120;
|
||||
u->WaitTics = RandomRange(240)+120;
|
||||
ChangeState(SpriteNum,s_SailorGirlStand);
|
||||
u->FlagOwner = 0;
|
||||
}
|
||||
|
@ -1938,7 +1938,7 @@ int DoPruneGirl(short SpriteNum)
|
|||
else
|
||||
PlaySound(DIGI_LANI095, sp, v3df_dontpan, CHAN_AnimeMad);
|
||||
}
|
||||
u->WaitTics = SEC(1)+SEC(RANDOM_RANGE(3<<8)>>8);
|
||||
u->WaitTics = SEC(1)+SEC(RandomRange(3<<8)>>8);
|
||||
u->FlagOwner = 0;
|
||||
}
|
||||
}
|
||||
|
@ -1996,7 +1996,7 @@ int NullPruneGirl(short SpriteNum)
|
|||
if (!SoundValidAndActive(sp, CHAN_AnimeMad))
|
||||
{
|
||||
short choose;
|
||||
choose = RANDOM_RANGE(1000);
|
||||
choose = RandomRange(1000);
|
||||
|
||||
if (choose > 750)
|
||||
PlaySound(DIGI_LANI089, sp, v3df_dontpan, CHAN_AnimeMad);
|
||||
|
@ -2007,7 +2007,7 @@ int NullPruneGirl(short SpriteNum)
|
|||
else
|
||||
PlaySound(DIGI_LANI095, sp, v3df_dontpan, CHAN_AnimeMad);
|
||||
}
|
||||
u->WaitTics = SEC(1)+SEC(RANDOM_RANGE(3<<8)>>8);
|
||||
u->WaitTics = SEC(1)+SEC(RandomRange(3<<8)>>8);
|
||||
u->FlagOwner = 0;
|
||||
}
|
||||
|
||||
|
@ -2023,7 +2023,7 @@ int PruneGirlUzi(short SpriteNum)
|
|||
|
||||
if ((u->WaitTics -= ACTORMOVETICS) <= 0)
|
||||
{
|
||||
u->WaitTics = RANDOM_RANGE(240)+120;
|
||||
u->WaitTics = RandomRange(240)+120;
|
||||
ChangeState(SpriteNum,s_PruneGirlStand);
|
||||
u->FlagOwner = 0;
|
||||
}
|
||||
|
|
|
@ -282,7 +282,7 @@ void ScaleRandomPoint(SECTOR_OBJECTp sop, short k, short ang, int x, int y, int
|
|||
//sop->scale_point_speed[k] = SCALE_POINT_SPEED;
|
||||
short half = sop->scale_point_base_speed/2;
|
||||
short quart = sop->scale_point_base_speed/4;
|
||||
sop->scale_point_speed[k] = sop->scale_point_base_speed + (RANDOM_RANGE(half) - quart);
|
||||
sop->scale_point_speed[k] = sop->scale_point_base_speed + (RandomRange(half) - quart);
|
||||
}
|
||||
|
||||
xmul = (sop->scale_point_dist[k] * sop->scale_x_mult)>>8;
|
||||
|
|
|
@ -61,9 +61,6 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
|
|||
|
||||
#define MOD_P2(number,modby) ((number) & ((modby)-1))
|
||||
|
||||
// Truncates to select 2 power numbers
|
||||
|
||||
#define TRUNC4(x) ((x) & ~3)
|
||||
|
||||
|
||||
/*
|
||||
|
|
|
@ -1969,7 +1969,7 @@ DoNinjaHariKari(short SpriteNum)
|
|||
|
||||
SpawnBlood(SpriteNum, SpriteNum, -1, -1, -1, -1);
|
||||
|
||||
cnt = RANDOM_RANGE(4)+1;
|
||||
cnt = RandomRange(4)+1;
|
||||
for (i=0; i<=cnt; i++)
|
||||
InitBloodSpray(SpriteNum,true,-2);
|
||||
|
||||
|
|
|
@ -191,7 +191,7 @@ void DoPlayerChooseYell(PLAYERp pp)
|
|||
{
|
||||
int choose_snd = 0;
|
||||
|
||||
if (RANDOM_RANGE(1000) < 990) return;
|
||||
if (RandomRange(1000) < 990) return;
|
||||
|
||||
choose_snd = STD_RANDOM_RANGE(MAX_YELLSOUNDS);
|
||||
|
||||
|
@ -273,7 +273,7 @@ void PlayerUpdateHealth(PLAYERp pp, short value)
|
|||
{
|
||||
int choosesnd = 0;
|
||||
|
||||
choosesnd = RANDOM_RANGE(MAX_PAIN);
|
||||
choosesnd = RandomRange(MAX_PAIN);
|
||||
|
||||
if (u->Health > 50)
|
||||
{
|
||||
|
@ -1076,7 +1076,7 @@ pSwordSlideDown(PANEL_SPRITEp psp)
|
|||
psp->oy = psp->y = SWORD_YOFF;
|
||||
psp->backupboby();
|
||||
psp->ang = 1024;
|
||||
psp->PlayerP->SwordAng = SwordAngTable[RANDOM_RANGE(SIZ(SwordAngTable))];
|
||||
psp->PlayerP->SwordAng = SwordAngTable[RandomRange(SIZ(SwordAngTable))];
|
||||
psp->vel = 2500;
|
||||
DoPlayerSpriteThrow(psp->PlayerP);
|
||||
return;
|
||||
|
@ -1141,7 +1141,7 @@ pSwordSlideDownR(PANEL_SPRITEp psp)
|
|||
psp->ox = psp->x = SWORD_XOFF + 80;
|
||||
psp->oy = psp->y = SWORD_YOFF;
|
||||
psp->backupboby();
|
||||
psp->PlayerP->SwordAng = SwordAngTable[RANDOM_RANGE(SIZ(SwordAngTable))];
|
||||
psp->PlayerP->SwordAng = SwordAngTable[RandomRange(SIZ(SwordAngTable))];
|
||||
psp->ang = 1024;
|
||||
psp->vel = 2500;
|
||||
DoPlayerSpriteThrow(psp->PlayerP);
|
||||
|
@ -1218,7 +1218,7 @@ pSwordRest(PANEL_SPRITEp psp)
|
|||
psp->vel = 2500;
|
||||
|
||||
psp->ang = 1024;
|
||||
psp->PlayerP->SwordAng = SwordAngTable[RANDOM_RANGE(SIZ(SwordAngTable))];
|
||||
psp->PlayerP->SwordAng = SwordAngTable[RandomRange(SIZ(SwordAngTable))];
|
||||
DoPlayerSpriteThrow(psp->PlayerP);
|
||||
}
|
||||
}
|
||||
|
@ -4675,7 +4675,7 @@ pHeartAttack(PANEL_SPRITEp psp)
|
|||
// CTW MODIFICATION END
|
||||
|
||||
PlaySound(DIGI_HEARTFIRE, pp, v3df_follow|v3df_dontpan);
|
||||
if (RANDOM_RANGE(1000) > 800)
|
||||
if (RandomRange(1000) > 800)
|
||||
PlayerSound(DIGI_JG9009, v3df_follow|v3df_dontpan,pp);
|
||||
InitHeartAttack(psp->PlayerP);
|
||||
}
|
||||
|
@ -4760,12 +4760,12 @@ SpawnHeartBlood(PANEL_SPRITEp psp)
|
|||
blood->ox = blood->x;
|
||||
blood->y = psp->y + hsp->yoff;
|
||||
blood->oy = blood->y;
|
||||
blood->xspeed = hsp->lo_xspeed + (RANDOM_RANGE((hsp->hi_xspeed - hsp->lo_xspeed)>>4) << 4);
|
||||
blood->xspeed = hsp->lo_xspeed + (RandomRange((hsp->hi_xspeed - hsp->lo_xspeed)>>4) << 4);
|
||||
SET(blood->flags, PANF_WEAPON_SPRITE);
|
||||
|
||||
blood->scale = 20000 + RANDOM_RANGE(50000 - 20000);
|
||||
blood->scale = 20000 + RandomRange(50000 - 20000);
|
||||
|
||||
blood->jump_speed = hsp->lo_jump_speed + (RANDOM_RANGE((hsp->hi_jump_speed + hsp->lo_jump_speed)>>4) << 4);
|
||||
blood->jump_speed = hsp->lo_jump_speed + (RandomRange((hsp->hi_jump_speed + hsp->lo_jump_speed)>>4) << 4);
|
||||
DoBeginPanelJump(blood);
|
||||
}
|
||||
}
|
||||
|
@ -4796,12 +4796,12 @@ SpawnSmallHeartBlood(PANEL_SPRITEp psp)
|
|||
blood->ox = blood->x;
|
||||
blood->y = psp->y + hsp->yoff;
|
||||
blood->oy = blood->y;
|
||||
blood->xspeed = hsp->lo_xspeed + (RANDOM_RANGE((hsp->hi_xspeed - hsp->lo_xspeed)>>4) << 4);
|
||||
blood->xspeed = hsp->lo_xspeed + (RandomRange((hsp->hi_xspeed - hsp->lo_xspeed)>>4) << 4);
|
||||
SET(blood->flags, PANF_WEAPON_SPRITE);
|
||||
|
||||
blood->scale = 10000 + RANDOM_RANGE(30000 - 10000);
|
||||
blood->scale = 10000 + RandomRange(30000 - 10000);
|
||||
|
||||
blood->jump_speed = hsp->lo_jump_speed + (RANDOM_RANGE((hsp->hi_jump_speed + hsp->lo_jump_speed)>>4) << 4);
|
||||
blood->jump_speed = hsp->lo_jump_speed + (RandomRange((hsp->hi_jump_speed + hsp->lo_jump_speed)>>4) << 4);
|
||||
DoBeginPanelJump(blood);
|
||||
}
|
||||
}
|
||||
|
@ -5553,7 +5553,7 @@ InitChops(PLAYERp pp)
|
|||
|
||||
PlaySound(DIGI_BUZZZ, psp->PlayerP,v3df_none);
|
||||
|
||||
if (RANDOM_RANGE(1000) > 750)
|
||||
if (RandomRange(1000) > 750)
|
||||
PlayerSound(DIGI_MRFLY,v3df_follow|v3df_dontpan,psp->PlayerP);
|
||||
|
||||
}
|
||||
|
@ -5564,7 +5564,7 @@ pChopsClick(PANEL_SPRITEp psp)
|
|||
int16_t rnd_rng;
|
||||
PlaySound(DIGI_CHOP_CLICK,psp->PlayerP,v3df_none);
|
||||
|
||||
rnd_rng = RANDOM_RANGE(1000);
|
||||
rnd_rng = RandomRange(1000);
|
||||
if (rnd_rng > 950)
|
||||
PlayerSound(DIGI_SEARCHWALL,v3df_follow|v3df_dontpan,psp->PlayerP);
|
||||
else if (rnd_rng > 900)
|
||||
|
@ -5637,7 +5637,7 @@ pChopsWait(PANEL_SPRITEp psp)
|
|||
psp->ox = psp->x = CHOPS_XOFF + (RANDOM_P2(128) - 64);
|
||||
|
||||
PlaySound(DIGI_BUZZZ,psp->PlayerP,v3df_none);
|
||||
pSetState(psp, psp_ChopsAttack[RANDOM_RANGE(SIZ(psp_ChopsAttack))]);
|
||||
pSetState(psp, psp_ChopsAttack[RandomRange(SIZ(psp_ChopsAttack))]);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -5659,7 +5659,7 @@ pChopsRetract(PANEL_SPRITEp psp)
|
|||
|
||||
if (psp->y >= CHOPS_YOFF + tileHeight(picnum))
|
||||
{
|
||||
if (RANDOM_RANGE(1000) > 800)
|
||||
if (RandomRange(1000) > 800)
|
||||
PlayerSound(DIGI_GETTINGSTIFF,v3df_follow|v3df_dontpan,psp->PlayerP);
|
||||
psp->PlayerP->Chops = nullptr;
|
||||
pKillSprite(psp);
|
||||
|
@ -5971,7 +5971,7 @@ pFistPresent(PANEL_SPRITEp psp)
|
|||
psp->oy = psp->y = FIST_YOFF;
|
||||
psp->backupboby();
|
||||
|
||||
rnd = RANDOM_RANGE(1000);
|
||||
rnd = RandomRange(1000);
|
||||
if (rnd > 500)
|
||||
{
|
||||
psp->PresentState = ps_PresentFist;
|
||||
|
@ -6041,9 +6041,9 @@ pFistSlideDown(PANEL_SPRITEp psp)
|
|||
{
|
||||
DoPlayerChooseYell(psp->PlayerP);
|
||||
|
||||
if (RANDOM_RANGE(1000) > 500)
|
||||
if (RandomRange(1000) > 500)
|
||||
{
|
||||
//if(RANDOM_RANGE(1000) > 300)
|
||||
//if(RandomRange(1000) > 300)
|
||||
// {
|
||||
psp->ActionState = ps_FistSwing;
|
||||
psp->PlayerP->WpnKungFuMove = 0;
|
||||
|
@ -6057,7 +6057,7 @@ pFistSlideDown(PANEL_SPRITEp psp)
|
|||
psp->ox = psp->x = FIST_XOFF;
|
||||
psp->oy = psp->y = FIST_YOFF;
|
||||
psp->backupboby();
|
||||
psp->PlayerP->FistAng = FistAngTable[RANDOM_RANGE(SIZ(FistAngTable))];
|
||||
psp->PlayerP->FistAng = FistAngTable[RandomRange(SIZ(FistAngTable))];
|
||||
psp->ang = 1024;
|
||||
psp->vel = vel;
|
||||
DoPlayerSpriteThrow(psp->PlayerP);
|
||||
|
@ -6074,7 +6074,7 @@ pFistSlideDown(PANEL_SPRITEp psp)
|
|||
psp->oy = psp->y = FIST_YOFF;
|
||||
psp->backupboby();
|
||||
psp->ang = 1024;
|
||||
psp->PlayerP->FistAng = FistAngTable[RANDOM_RANGE(SIZ(FistAngTable))];
|
||||
psp->PlayerP->FistAng = FistAngTable[RandomRange(SIZ(FistAngTable))];
|
||||
psp->vel = vel;
|
||||
DoPlayerSpriteThrow(psp->PlayerP);
|
||||
return;
|
||||
|
@ -6144,7 +6144,7 @@ pFistSlideDownR(PANEL_SPRITEp psp)
|
|||
{
|
||||
DoPlayerChooseYell(psp->PlayerP);
|
||||
|
||||
if (RANDOM_RANGE(1000) > 500)
|
||||
if (RandomRange(1000) > 500)
|
||||
{
|
||||
psp->ActionState = ps_FistSwing+5;
|
||||
psp->PlayerP->WpnKungFuMove = 0;
|
||||
|
@ -6154,7 +6154,7 @@ pFistSlideDownR(PANEL_SPRITEp psp)
|
|||
psp->oy = psp->y = FIST_YOFF;
|
||||
psp->backupboby();
|
||||
psp->ang = 1024;
|
||||
psp->PlayerP->FistAng = FistAngTable[RANDOM_RANGE(SIZ(FistAngTable))];
|
||||
psp->PlayerP->FistAng = FistAngTable[RandomRange(SIZ(FistAngTable))];
|
||||
psp->vel = vel;
|
||||
DoPlayerSpriteThrow(psp->PlayerP);
|
||||
return;
|
||||
|
@ -6169,7 +6169,7 @@ pFistSlideDownR(PANEL_SPRITEp psp)
|
|||
psp->ox = psp->x = FIST_XOFF;
|
||||
psp->oy = psp->y = FIST_YOFF;
|
||||
psp->backupboby();
|
||||
psp->PlayerP->FistAng = FistAngTable[RANDOM_RANGE(SIZ(FistAngTable))];
|
||||
psp->PlayerP->FistAng = FistAngTable[RandomRange(SIZ(FistAngTable))];
|
||||
psp->ang = 1024;
|
||||
psp->vel = vel;
|
||||
DoPlayerSpriteThrow(psp->PlayerP);
|
||||
|
@ -6254,7 +6254,7 @@ pFistRest(PANEL_SPRITEp psp)
|
|||
psp->vel = 5500;
|
||||
|
||||
psp->ang = 1024;
|
||||
psp->PlayerP->FistAng = FistAngTable[RANDOM_RANGE(SIZ(FistAngTable))];
|
||||
psp->PlayerP->FistAng = FistAngTable[RandomRange(SIZ(FistAngTable))];
|
||||
DoPlayerSpriteThrow(psp->PlayerP);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -3290,7 +3290,7 @@ DoPlayerFall(PLAYERp pp)
|
|||
{
|
||||
|
||||
PlayerSound(DIGI_PLAYERPAIN2, v3df_follow|v3df_dontpan,pp);
|
||||
// PlayerUpdateHealth(pp, -RANDOM_RANGE(PLAYER_FALL_DAMAGE_AMOUNT) - 2);
|
||||
// PlayerUpdateHealth(pp, -RandomRange(PLAYER_FALL_DAMAGE_AMOUNT) - 2);
|
||||
|
||||
if (pp->jump_speed > 1700 && pp->jump_speed < 4000)
|
||||
{
|
||||
|
@ -4664,7 +4664,7 @@ DoPlayerDive(PLAYERp pp)
|
|||
pp->DiveDamageTics = PLAYER_DIVE_DAMAGE_TIME;
|
||||
//PlayerUpdateHealth(pp, PLAYER_DIVE_DAMAGE_AMOUNT);
|
||||
PlayerSound(DIGI_WANGDROWNING, v3df_dontpan|v3df_follow, pp);
|
||||
PlayerUpdateHealth(pp, -3 -(RANDOM_RANGE(7<<8)>>8));
|
||||
PlayerUpdateHealth(pp, -3 -(RandomRange(7<<8)>>8));
|
||||
PlayerCheckDeath(pp, -1);
|
||||
if (TEST(pp->Flags, PF_DEAD))
|
||||
return;
|
||||
|
@ -4801,7 +4801,7 @@ DoPlayerDive(PLAYERp pp)
|
|||
DoPlayerMove(pp);
|
||||
|
||||
// Random bubble sounds
|
||||
// if((RANDOM_RANGE(1000<<5)>>5) < 100)
|
||||
// if((RandomRange(1000<<5)>>5) < 100)
|
||||
// PlaySound(DIGI_BUBBLES, pp, v3df_dontpan|v3df_follow);
|
||||
|
||||
if ((!Prediction && pp->z_speed && ((RANDOM_P2(1024<<5)>>5) < 64)) ||
|
||||
|
@ -5676,7 +5676,7 @@ DoPlayerDeathFall(PLAYERp pp)
|
|||
if (loz != pp->loz)
|
||||
SpawnSplash(pp->PlayerSprite);
|
||||
|
||||
if (RANDOM_RANGE(1000) > 500)
|
||||
if (RandomRange(1000) > 500)
|
||||
PlaySound(DIGI_BODYFALL1, pp, v3df_dontpan);
|
||||
else
|
||||
PlaySound(DIGI_BODYFALL2, pp, v3df_dontpan);
|
||||
|
@ -5839,7 +5839,7 @@ DoPlayerBeginDie(PLAYERp pp)
|
|||
StopPlayerSound(pp);
|
||||
|
||||
// Do the death scream
|
||||
choosesnd = RANDOM_RANGE(MAX_PAIN);
|
||||
choosesnd = RandomRange(MAX_PAIN);
|
||||
|
||||
PlayerSound(PlayerLowHealthPainVocs[choosesnd],v3df_dontpan|v3df_doppler|v3df_follow,pp);
|
||||
|
||||
|
@ -6088,7 +6088,7 @@ void DoPlayerDeathHurl(PLAYERp pp)
|
|||
if (MoveSkip4 == 0)
|
||||
{
|
||||
SpawnShrap(pp->PlayerSprite, -1);
|
||||
if (RANDOM_RANGE(1000) > 400)
|
||||
if (RandomRange(1000) > 400)
|
||||
PlayerSound(DIGI_DHVOMIT, v3df_dontpan|v3df_follow,pp);
|
||||
}
|
||||
return;
|
||||
|
@ -7286,7 +7286,7 @@ int SearchSpawnPosition(PLAYERp pp)
|
|||
do
|
||||
{
|
||||
// get a spawn position
|
||||
pos_num = RANDOM_RANGE(MAX_SW_PLAYERS);
|
||||
pos_num = RandomRange(MAX_SW_PLAYERS);
|
||||
spawn_sprite = StatIterator::First(STAT_MULTI_START + pos_num);
|
||||
if (spawn_sprite <= -1)
|
||||
return 0;
|
||||
|
@ -7499,7 +7499,7 @@ void CheckFootPrints(PLAYERp pp)
|
|||
if (pp->NumFootPrints <= 0 || FootMode != WATER_FOOT)
|
||||
{
|
||||
// Hey, you just got your feet wet!
|
||||
pp->NumFootPrints = RANDOM_RANGE(10)+3;
|
||||
pp->NumFootPrints = RandomRange(10)+3;
|
||||
FootMode = WATER_FOOT;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -161,7 +161,7 @@ void ProcessQuakeSpot(void)
|
|||
rand_test = QUAKE_RandomTest(sp);
|
||||
// wrong - all quakes need to happen at the same time on all computerssg
|
||||
//if (!rand_test || (rand_test && STD_RANDOM_RANGE(128) < rand_test))
|
||||
if (!rand_test || (rand_test && RANDOM_RANGE(128) < rand_test))
|
||||
if (!rand_test || (rand_test && RandomRange(128) < rand_test))
|
||||
{
|
||||
CopyQuakeSpotToOn(sp);
|
||||
// kill quake spot if needed
|
||||
|
|
|
@ -984,7 +984,7 @@ InitRipper2Hang(short SpriteNum)
|
|||
DoActorSetSpeed(SpriteNum, FAST_SPEED);
|
||||
|
||||
//u->jump_speed = -800;
|
||||
PickJumpMaxSpeed(SpriteNum, -(RANDOM_RANGE(400)+100));
|
||||
PickJumpMaxSpeed(SpriteNum, -(RandomRange(400)+100));
|
||||
|
||||
SET(u->Flags, SPR_JUMPING);
|
||||
RESET(u->Flags, SPR_FALLING);
|
||||
|
@ -1116,7 +1116,7 @@ DoRipper2BeginJumpAttack(short SpriteNum)
|
|||
DoActorSetSpeed(SpriteNum, FAST_SPEED);
|
||||
|
||||
//u->jump_speed = -800;
|
||||
PickJumpMaxSpeed(SpriteNum, -(RANDOM_RANGE(400)+100));
|
||||
PickJumpMaxSpeed(SpriteNum, -(RandomRange(400)+100));
|
||||
|
||||
SET(u->Flags, SPR_JUMPING);
|
||||
RESET(u->Flags, SPR_FALLING);
|
||||
|
|
|
@ -1239,11 +1239,11 @@ DoSoundSpotMatch(short match, short sound_num, short sound_type)
|
|||
{
|
||||
if (snd[0] && snd[1])
|
||||
{
|
||||
snd2play = snd[RANDOM_RANGE(2)];
|
||||
snd2play = snd[RandomRange(2)];
|
||||
}
|
||||
else if (snd[0] && snd[1] && snd[2])
|
||||
{
|
||||
snd2play = snd[RANDOM_RANGE(3)];
|
||||
snd2play = snd[RandomRange(3)];
|
||||
}
|
||||
}
|
||||
else if (snd[sound_num])
|
||||
|
@ -1699,7 +1699,7 @@ OperateSprite(short SpriteNum, short player_is_operating)
|
|||
case MECHANICGIRL_R0:
|
||||
case SAILORGIRL_R0:
|
||||
case PRUNEGIRL_R0:
|
||||
//if(RANDOM_RANGE(1000) < 500) return(true);
|
||||
//if(RandomRange(1000) < 500) return(true);
|
||||
//if(u->FlagOwner == 0)
|
||||
{
|
||||
short choose_snd;
|
||||
|
@ -1785,7 +1785,7 @@ OperateSprite(short SpriteNum, short player_is_operating)
|
|||
if (u->WaitTics > 0) return true;
|
||||
|
||||
PlaySound(DIGI_PFLIP, sp, v3df_none);
|
||||
u->WaitTics = SEC(3) + SEC(RANDOM_RANGE(10));
|
||||
u->WaitTics = SEC(3) + SEC(RandomRange(10));
|
||||
ChangeState(SpriteNum,s_Pachinko1Operate);
|
||||
|
||||
return true;
|
||||
|
@ -1796,7 +1796,7 @@ OperateSprite(short SpriteNum, short player_is_operating)
|
|||
if (u->WaitTics > 0) return true;
|
||||
|
||||
PlaySound(DIGI_PFLIP, sp, v3df_none);
|
||||
u->WaitTics = SEC(3) + SEC(RANDOM_RANGE(10));
|
||||
u->WaitTics = SEC(3) + SEC(RandomRange(10));
|
||||
ChangeState(SpriteNum,s_Pachinko2Operate);
|
||||
|
||||
return true;
|
||||
|
@ -1807,7 +1807,7 @@ OperateSprite(short SpriteNum, short player_is_operating)
|
|||
if (u->WaitTics > 0) return true;
|
||||
|
||||
PlaySound(DIGI_PFLIP, sp, v3df_none);
|
||||
u->WaitTics = SEC(3) + SEC(RANDOM_RANGE(10));
|
||||
u->WaitTics = SEC(3) + SEC(RandomRange(10));
|
||||
ChangeState(SpriteNum,s_Pachinko3Operate);
|
||||
|
||||
return true;
|
||||
|
@ -1818,7 +1818,7 @@ OperateSprite(short SpriteNum, short player_is_operating)
|
|||
if (u->WaitTics > 0) return true;
|
||||
|
||||
PlaySound(DIGI_PFLIP, sp, v3df_none);
|
||||
u->WaitTics = SEC(3) + SEC(RANDOM_RANGE(10));
|
||||
u->WaitTics = SEC(3) + SEC(RandomRange(10));
|
||||
ChangeState(SpriteNum,s_Pachinko4Operate);
|
||||
|
||||
return true;
|
||||
|
|
|
@ -55,7 +55,7 @@ enum SO_SCALE_TYPE
|
|||
SO_SCALE_RANDOM_POINT
|
||||
};
|
||||
|
||||
#define SCALE_POINT_SPEED (4 + RANDOM_RANGE(8))
|
||||
#define SCALE_POINT_SPEED (4 + RandomRange(8))
|
||||
|
||||
typedef struct
|
||||
{
|
||||
|
|
|
@ -313,7 +313,7 @@ DoSkullBeginDeath(int16_t SpriteNum)
|
|||
if (num_ord > 10) num_ord = 10;
|
||||
for (i=0; i<num_ord; i++)
|
||||
{
|
||||
sp->ang = NORM_ANGLE(RANDOM_RANGE(2048));
|
||||
sp->ang = NORM_ANGLE(RandomRange(2048));
|
||||
InitCaltrops(SpriteNum);
|
||||
}
|
||||
break;
|
||||
|
@ -338,7 +338,7 @@ DoSkullBeginDeath(int16_t SpriteNum)
|
|||
SpawnMineExp(SpriteNum);
|
||||
for (i=0; i<3; i++)
|
||||
{
|
||||
sp->ang = NORM_ANGLE(RANDOM_RANGE(2048));
|
||||
sp->ang = NORM_ANGLE(RandomRange(2048));
|
||||
InitPhosphorus(SpriteNum);
|
||||
}
|
||||
break;
|
||||
|
@ -470,7 +470,7 @@ int DoSkullWait(short SpriteNum)
|
|||
if ((u->WaitTics -= ACTORMOVETICS) <= 0)
|
||||
{
|
||||
PlaySound(DIGI_AHSCREAM, sp, v3df_none);
|
||||
u->WaitTics = SEC(3) + RANDOM_RANGE(360);
|
||||
u->WaitTics = SEC(3) + RandomRange(360);
|
||||
}
|
||||
|
||||
// below the floor type
|
||||
|
@ -727,7 +727,7 @@ DoBettyBeginDeath(int16_t SpriteNum)
|
|||
if (num_ord > 10) num_ord = 10;
|
||||
for (i=0; i<num_ord; i++)
|
||||
{
|
||||
sp->ang = NORM_ANGLE(RANDOM_RANGE(2048));
|
||||
sp->ang = NORM_ANGLE(RandomRange(2048));
|
||||
InitCaltrops(SpriteNum);
|
||||
}
|
||||
break;
|
||||
|
@ -750,7 +750,7 @@ DoBettyBeginDeath(int16_t SpriteNum)
|
|||
default:
|
||||
for (i=0; i<5; i++)
|
||||
{
|
||||
sp->ang = NORM_ANGLE(RANDOM_RANGE(2048));
|
||||
sp->ang = NORM_ANGLE(RandomRange(2048));
|
||||
InitPhosphorus(SpriteNum);
|
||||
SpawnMineExp(SpriteNum);
|
||||
}
|
||||
|
|
|
@ -2735,7 +2735,7 @@ SpriteSetup(void)
|
|||
SP_TAG10(sp) = 20;
|
||||
|
||||
// interval in seconds
|
||||
u->WaitTics = RANDOM_RANGE(SP_TAG10(sp)) * 120;
|
||||
u->WaitTics = RandomRange(SP_TAG10(sp)) * 120;
|
||||
|
||||
// time to erupt
|
||||
if (SP_TAG9(sp) == 0)
|
||||
|
|
|
@ -775,7 +775,7 @@ int InitSumoClap(short SpriteNum)
|
|||
extern int InitMiniSumoClap(short SpriteNum);
|
||||
extern int InitSumoSkull(short SpriteNum);
|
||||
|
||||
if (sp->pal == 16 && RANDOM_RANGE(1000) <= 800)
|
||||
if (sp->pal == 16 && RandomRange(1000) <= 800)
|
||||
InitMiniSumoClap(SpriteNum);
|
||||
else
|
||||
InitSumoSkull(SpriteNum);
|
||||
|
|
|
@ -99,7 +99,7 @@ int DoWallMove(SPRITEp sp)
|
|||
dang = ((int)SP_TAG10(sp)) << 3;
|
||||
|
||||
if (dang)
|
||||
ang = NORM_ANGLE(ang + (RANDOM_RANGE(dang) - dang/2));
|
||||
ang = NORM_ANGLE(ang + (RandomRange(dang) - dang/2));
|
||||
|
||||
nx = MulScale(dist, bcos(ang), 14);
|
||||
ny = MulScale(dist, bsin(ang), 14);
|
||||
|
|
|
@ -158,7 +158,7 @@ WarpToArea(SPRITEp sp_from, int32_t* x, int32_t* y, int32_t* z, int16_t* sectnum
|
|||
match_rand[ndx++] = SP_TAG8(sp);
|
||||
|
||||
// reset the match you are looking for
|
||||
match = match_rand[RANDOM_RANGE(ndx)];
|
||||
match = match_rand[RandomRange(ndx)];
|
||||
}
|
||||
break;
|
||||
case WARP_CEILING_PLANE:
|
||||
|
|
|
@ -3781,8 +3781,8 @@ AutoShrap:
|
|||
}
|
||||
|
||||
// for FastShrap
|
||||
u->zchange = labs(u->jump_speed*4) - RANDOM_RANGE(labs(u->jump_speed)*8)*2;
|
||||
u->WaitTics = WaitTics + RANDOM_RANGE(WaitTics/2);
|
||||
u->zchange = labs(u->jump_speed*4) - RandomRange(labs(u->jump_speed)*8)*2;
|
||||
u->WaitTics = WaitTics + RandomRange(WaitTics/2);
|
||||
|
||||
switch (u->ID)
|
||||
{
|
||||
|
@ -3850,18 +3850,18 @@ AutoShrap:
|
|||
|
||||
if (shrap_rand_zamt)
|
||||
{
|
||||
sp->z += Z(RANDOM_RANGE(shrap_rand_zamt) - (shrap_rand_zamt/2));
|
||||
sp->z += Z(RandomRange(shrap_rand_zamt) - (shrap_rand_zamt/2));
|
||||
}
|
||||
|
||||
sp->pal = u->spal = uint8_t(shrap_pal);
|
||||
|
||||
sp->xvel = p->min_vel*2;
|
||||
sp->xvel += RANDOM_RANGE(p->max_vel - p->min_vel);
|
||||
sp->xvel += RandomRange(p->max_vel - p->min_vel);
|
||||
|
||||
u->floor_dist = shrap_floor_dist;
|
||||
u->ceiling_dist = shrap_ceiling_dist;
|
||||
u->jump_speed = p->min_jspeed;
|
||||
u->jump_speed += RANDOM_RANGE(p->max_jspeed - p->min_jspeed);
|
||||
u->jump_speed += RandomRange(p->max_jspeed - p->min_jspeed);
|
||||
u->jump_speed = -u->jump_speed;
|
||||
|
||||
DoBeginJump(SpriteNum);
|
||||
|
@ -4335,7 +4335,7 @@ SpawnBlood(short SpriteNum, short Weapon, short hit_ang, int hit_x, int hit_y, i
|
|||
np->pal = nu->spal = uint8_t(shrap_pal);
|
||||
|
||||
np->xvel = p->min_vel;
|
||||
np->xvel += RANDOM_RANGE(p->max_vel - p->min_vel);
|
||||
np->xvel += RandomRange(p->max_vel - p->min_vel);
|
||||
|
||||
// special case
|
||||
// blood coming off of actors should have the acceleration of the actor
|
||||
|
@ -4344,14 +4344,14 @@ SpawnBlood(short SpriteNum, short Weapon, short hit_ang, int hit_x, int hit_y, i
|
|||
|
||||
nu->ceiling_dist = nu->floor_dist = Z(2);
|
||||
nu->jump_speed = p->min_jspeed;
|
||||
nu->jump_speed += RANDOM_RANGE(p->max_jspeed - p->min_jspeed);
|
||||
nu->jump_speed += RandomRange(p->max_jspeed - p->min_jspeed);
|
||||
nu->jump_speed = -nu->jump_speed;
|
||||
|
||||
nu->xchange = MOVEx(np->xvel, np->ang);
|
||||
nu->ychange = MOVEy(np->xvel, np->ang);
|
||||
|
||||
// for FastShrap
|
||||
nu->zchange = labs(nu->jump_speed*4) - RANDOM_RANGE(labs(nu->jump_speed)*8);
|
||||
nu->zchange = labs(nu->jump_speed*4) - RandomRange(labs(nu->jump_speed)*8);
|
||||
nu->WaitTics = 64 + RANDOM_P2(32);
|
||||
|
||||
SET(u->Flags, SPR_BOUNCE);
|
||||
|
@ -5184,7 +5184,7 @@ ActorChooseDeath(short SpriteNum, short Weapon)
|
|||
|
||||
if (u->WeaponNum == WPN_FIST)
|
||||
DoActorDie(SpriteNum, Weapon);
|
||||
else if (u->ID == NINJA_RUN_R0 || RANDOM_RANGE(1000) < 500)
|
||||
else if (u->ID == NINJA_RUN_R0 || RandomRange(1000) < 500)
|
||||
DoActorDie(SpriteNum, Weapon);
|
||||
else
|
||||
{
|
||||
|
@ -5248,7 +5248,7 @@ ActorChooseDeath(short SpriteNum, short Weapon)
|
|||
SpawnFireballFlames(SpriteNum, -1);
|
||||
|
||||
// Random chance of taunting the AI's here
|
||||
if (RANDOM_RANGE(1000) > 400)
|
||||
if (RandomRange(1000) > 400)
|
||||
{
|
||||
PLAYERp pp;
|
||||
|
||||
|
@ -5390,7 +5390,7 @@ ActorHealth(short SpriteNum, short amt)
|
|||
if (rnd < 950)
|
||||
return true;
|
||||
SET(u->Flags2, SPR2_DYING); // Only let it check this once!
|
||||
u->WaitTics = SEC(1) + SEC(RANDOM_RANGE(2));
|
||||
u->WaitTics = SEC(1) + SEC(RandomRange(2));
|
||||
u->Health = 60;
|
||||
PlaySound(DIGI_NINJACHOKE, sp, v3df_follow);
|
||||
InitPlasmaFountain(nullptr, sp);
|
||||
|
@ -5476,7 +5476,7 @@ ActorPain(short SpriteNum)
|
|||
break;
|
||||
}
|
||||
|
||||
if (RANDOM_RANGE(1000) < 875 || u->WaitTics > 0)
|
||||
if (RandomRange(1000) < 875 || u->WaitTics > 0)
|
||||
return false;
|
||||
|
||||
if (!TEST(u->Flags, SPR_JUMPING | SPR_FALLING))
|
||||
|
@ -5668,7 +5668,7 @@ GetDamage(short SpriteNum, short Weapon, short DamageNdx)
|
|||
|
||||
//return(damage_amt);
|
||||
// formula: damage_amt = 75% + random(25%)
|
||||
return DIV2(damage_amt) + DIV4(damage_amt) + RANDOM_RANGE(DIV4(damage_amt));
|
||||
return DIV2(damage_amt) + DIV4(damage_amt) + RandomRange(DIV4(damage_amt));
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -5676,7 +5676,7 @@ GetDamage(short SpriteNum, short Weapon, short DamageNdx)
|
|||
}
|
||||
}
|
||||
|
||||
return -(d->damage_lo + RANDOM_RANGE(d->damage_hi - d->damage_lo));
|
||||
return -(d->damage_lo + RandomRange(d->damage_hi - d->damage_lo));
|
||||
}
|
||||
|
||||
int
|
||||
|
@ -5969,7 +5969,7 @@ DoDamage(short SpriteNum, short Weapon)
|
|||
// Random chance of taunting the AI's here
|
||||
if (STD_RANDOM_RANGE(1024) > 512 && pp == Player+myconnectindex)
|
||||
{
|
||||
choosesnd=RANDOM_RANGE(MAX_TAUNTAI);
|
||||
choosesnd=RandomRange(MAX_TAUNTAI);
|
||||
PlayerSound(TauntAIVocs[choosesnd],v3df_dontpan|v3df_follow,pp);
|
||||
}
|
||||
SpawnShrap(SpriteNum, Weapon);
|
||||
|
@ -6032,10 +6032,10 @@ DoDamage(short SpriteNum, short Weapon)
|
|||
switch (wu->PlayerP->WpnKungFuMove)
|
||||
{
|
||||
case 1:
|
||||
damage -= 2 - RANDOM_RANGE(7);
|
||||
damage -= 2 - RandomRange(7);
|
||||
break;
|
||||
case 2:
|
||||
damage -= 5 - RANDOM_RANGE(10);
|
||||
damage -= 5 - RandomRange(10);
|
||||
break;
|
||||
}
|
||||
PlaySound(DIGI_CGTHIGHBONE,wp,v3df_follow|v3df_dontpan);
|
||||
|
@ -6304,7 +6304,7 @@ DoDamage(short SpriteNum, short Weapon)
|
|||
case 5011:
|
||||
|
||||
if (wu->ID == 5011)
|
||||
damage = -(3 + (RANDOM_RANGE(4<<8)>>8));
|
||||
damage = -(3 + (RandomRange(4<<8)>>8));
|
||||
else
|
||||
damage = GetDamage(SpriteNum, Weapon, DMG_BLADE);
|
||||
if (u->sop_parent)
|
||||
|
@ -6516,9 +6516,9 @@ DoDamage(short SpriteNum, short Weapon)
|
|||
case ZILLA_RUN_R0:
|
||||
break;
|
||||
default:
|
||||
if (RANDOM_RANGE(1000) > 900)
|
||||
if (RandomRange(1000) > 900)
|
||||
InitBloodSpray(SpriteNum,false,105);
|
||||
if (RANDOM_RANGE(1000) > 900)
|
||||
if (RandomRange(1000) > 900)
|
||||
SpawnMidSplash(SpriteNum);
|
||||
break;
|
||||
}
|
||||
|
@ -6568,7 +6568,7 @@ DoDamage(short SpriteNum, short Weapon)
|
|||
case ZILLA_RUN_R0:
|
||||
break;
|
||||
default:
|
||||
if (RANDOM_RANGE(1000) > 950)
|
||||
if (RandomRange(1000) > 950)
|
||||
SpawnMidSplash(SpriteNum);
|
||||
break;
|
||||
}
|
||||
|
@ -6661,8 +6661,8 @@ DoDamage(short SpriteNum, short Weapon)
|
|||
break;
|
||||
|
||||
case BOLT_THINMAN_R1:
|
||||
//damage = -(2000 + (65 + RANDOM_RANGE(40))); // -2000 makes armor not count
|
||||
damage = -(65 + RANDOM_RANGE(40));
|
||||
//damage = -(2000 + (65 + RandomRange(40))); // -2000 makes armor not count
|
||||
damage = -(65 + RandomRange(40));
|
||||
|
||||
if (u->sop_parent)
|
||||
{
|
||||
|
@ -7402,12 +7402,12 @@ DoDamage(short SpriteNum, short Weapon)
|
|||
// If player take alot of damage, make him yell
|
||||
if (u && u->PlayerP)
|
||||
{
|
||||
if (damage <= -40 && RANDOM_RANGE(1000) > 700)
|
||||
if (damage <= -40 && RandomRange(1000) > 700)
|
||||
PlayerSound(DIGI_SONOFABITCH, v3df_dontpan|v3df_follow, u->PlayerP);
|
||||
else if (damage <= -40 && RANDOM_RANGE(1000) > 700)
|
||||
else if (damage <= -40 && RandomRange(1000) > 700)
|
||||
PlayerSound(DIGI_PAINFORWEAK, v3df_dontpan|v3df_follow, u->PlayerP);
|
||||
else if (damage <= -10)
|
||||
PlayerSound(PlayerPainVocs[RANDOM_RANGE(MAX_PAIN)], v3df_dontpan|v3df_follow, u->PlayerP);
|
||||
PlayerSound(PlayerPainVocs[RandomRange(MAX_PAIN)], v3df_dontpan|v3df_follow, u->PlayerP);
|
||||
}
|
||||
|
||||
return 0;
|
||||
|
@ -8107,8 +8107,8 @@ DoStar(int16_t Weapon)
|
|||
break; // will be killed below - u->ret != 0
|
||||
|
||||
// 32000 to 96000
|
||||
u->xchange = MulScale(u->xchange, 64000 + (RANDOM_RANGE(64000) - 32000), 16);
|
||||
u->ychange = MulScale(u->ychange, 64000 + (RANDOM_RANGE(64000) - 32000), 16);
|
||||
u->xchange = MulScale(u->xchange, 64000 + (RandomRange(64000) - 32000), 16);
|
||||
u->ychange = MulScale(u->ychange, 64000 + (RandomRange(64000) - 32000), 16);
|
||||
|
||||
if (sp->z > DIV2(u->hiz + u->loz))
|
||||
u->zchange = MulScale(u->zchange, 50000, 16); // floor
|
||||
|
@ -8150,8 +8150,8 @@ DoStar(int16_t Weapon)
|
|||
u->zchange = -u->zchange;
|
||||
|
||||
// 32000 to 96000
|
||||
u->xchange = MulScale(u->xchange, 64000 + (RANDOM_RANGE(64000) - 32000), 16);
|
||||
u->ychange = MulScale(u->ychange, 64000 + (RANDOM_RANGE(64000) - 32000), 16);
|
||||
u->xchange = MulScale(u->xchange, 64000 + (RandomRange(64000) - 32000), 16);
|
||||
u->ychange = MulScale(u->ychange, 64000 + (RandomRange(64000) - 32000), 16);
|
||||
if (sp->z > DIV2(u->hiz + u->loz))
|
||||
u->zchange = MulScale(u->zchange, 50000, 16); // floor
|
||||
else
|
||||
|
@ -8652,7 +8652,7 @@ DoPlasmaFountain(int16_t Weapon)
|
|||
if (!u->Counter)
|
||||
{
|
||||
SpawnBlood(short(ap-sprite), Weapon, 0, 0, 0, 0);
|
||||
if (RANDOM_RANGE(1000) > 600)
|
||||
if (RandomRange(1000) > 600)
|
||||
InitBloodSpray(short(ap-sprite), false, 105);
|
||||
}
|
||||
}
|
||||
|
@ -8987,7 +8987,7 @@ DoGrenade(int16_t Weapon)
|
|||
{
|
||||
for (i=0; i<5; i++)
|
||||
{
|
||||
sp->ang = NORM_ANGLE(RANDOM_RANGE(2048));
|
||||
sp->ang = NORM_ANGLE(RandomRange(2048));
|
||||
InitPhosphorus(Weapon);
|
||||
}
|
||||
}
|
||||
|
@ -9059,7 +9059,7 @@ DoGrenade(int16_t Weapon)
|
|||
{
|
||||
for (i=0; i<5; i++)
|
||||
{
|
||||
sp->ang = NORM_ANGLE(RANDOM_RANGE(2048));
|
||||
sp->ang = NORM_ANGLE(RandomRange(2048));
|
||||
InitPhosphorus(Weapon);
|
||||
}
|
||||
}
|
||||
|
@ -9102,7 +9102,7 @@ DoGrenade(int16_t Weapon)
|
|||
{
|
||||
for (i=0; i<5; i++)
|
||||
{
|
||||
sp->ang = NORM_ANGLE(RANDOM_RANGE(2048));
|
||||
sp->ang = NORM_ANGLE(RandomRange(2048));
|
||||
InitPhosphorus(Weapon);
|
||||
}
|
||||
}
|
||||
|
@ -9642,13 +9642,13 @@ DoMine(int16_t Weapon)
|
|||
{
|
||||
pp = uo->PlayerP;
|
||||
|
||||
if (RANDOM_RANGE(1000) > 800)
|
||||
if (RandomRange(1000) > 800)
|
||||
PlayerSound(DIGI_STICKYGOTU1, v3df_follow|v3df_dontpan,pp);
|
||||
else if (RANDOM_RANGE(1000) > 800)
|
||||
else if (RandomRange(1000) > 800)
|
||||
PlayerSound(DIGI_STICKYGOTU2, v3df_follow|v3df_dontpan,pp);
|
||||
else if (RANDOM_RANGE(1000) > 800)
|
||||
else if (RandomRange(1000) > 800)
|
||||
PlayerSound(DIGI_STICKYGOTU3, v3df_follow|v3df_dontpan,pp);
|
||||
else if (RANDOM_RANGE(1000) > 800)
|
||||
else if (RandomRange(1000) > 800)
|
||||
PlayerSound(DIGI_STICKYGOTU4, v3df_follow|v3df_dontpan,pp);
|
||||
}
|
||||
}
|
||||
|
@ -9841,7 +9841,7 @@ DoEMP(int16_t Weapon)
|
|||
|
||||
MissileHitDiveArea(Weapon);
|
||||
|
||||
if (RANDOM_RANGE(1000) > 500)
|
||||
if (RandomRange(1000) > 500)
|
||||
{
|
||||
sp->xrepeat = 52;
|
||||
sp->yrepeat = 10;
|
||||
|
@ -9892,7 +9892,7 @@ DoEMPBurst(int16_t Weapon)
|
|||
SET(u->Flags, SPR_ACTIVE);
|
||||
}
|
||||
|
||||
if (RANDOM_RANGE(1000) > 500)
|
||||
if (RandomRange(1000) > 500)
|
||||
{
|
||||
sp->xrepeat = 52;
|
||||
sp->yrepeat = 10;
|
||||
|
@ -10106,9 +10106,9 @@ DoRail(int16_t Weapon)
|
|||
np = &sprite[New];
|
||||
nu = User[New].Data();
|
||||
|
||||
np->xvel += (RANDOM_RANGE(140)-RANDOM_RANGE(140));
|
||||
np->yvel += (RANDOM_RANGE(140)-RANDOM_RANGE(140));
|
||||
np->zvel += (RANDOM_RANGE(140)-RANDOM_RANGE(140));
|
||||
np->xvel += (RandomRange(140)-RandomRange(140));
|
||||
np->yvel += (RandomRange(140)-RandomRange(140));
|
||||
np->zvel += (RandomRange(140)-RandomRange(140));
|
||||
|
||||
nu->RotNum = 5;
|
||||
NewStateGroup(New, sg_RailPuff);
|
||||
|
@ -10300,9 +10300,9 @@ SpawnExtraMicroMini(int16_t Weapon)
|
|||
wu->floor_dist = u->floor_dist;
|
||||
wp->cstat = sp->cstat;
|
||||
|
||||
wp->ang = NORM_ANGLE(wp->ang + RANDOM_RANGE(64) - 32);
|
||||
wp->ang = NORM_ANGLE(wp->ang + RandomRange(64) - 32);
|
||||
wp->zvel = sp->zvel;
|
||||
wp->zvel += RANDOM_RANGE(Z(16)) - Z(8);
|
||||
wp->zvel += RandomRange(Z(16)) - Z(8);
|
||||
|
||||
wu->xchange = MOVEx(wp->xvel, wp->ang);
|
||||
wu->ychange = MOVEy(wp->xvel, wp->ang);
|
||||
|
@ -10632,7 +10632,7 @@ int SpawnCoolieExp(short SpriteNum)
|
|||
|
||||
ASSERT(u);
|
||||
|
||||
u->Counter = RANDOM_RANGE(120); // This is the wait til birth time!
|
||||
u->Counter = RandomRange(120); // This is the wait til birth time!
|
||||
|
||||
zh = sp->z - SPRITEp_SIZE_Z(sp) + DIV4(SPRITEp_SIZE_Z(sp));
|
||||
nx = sp->x + MOVEx(64, sp->ang+1024);
|
||||
|
@ -10895,7 +10895,7 @@ SpawnBreakStaticFlames(int16_t SpriteNum)
|
|||
np = &sprite[New];
|
||||
nu = User[New].Data();
|
||||
|
||||
if (RANDOM_RANGE(1000) > 500)
|
||||
if (RandomRange(1000) > 500)
|
||||
np->picnum = 3143;
|
||||
else
|
||||
np->picnum = 3157;
|
||||
|
@ -11145,7 +11145,7 @@ SpawnNuclearSecondaryExp(int16_t Weapon, short ang)
|
|||
RESET(exp->cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
|
||||
|
||||
//ang = RANDOM_P2(2048);
|
||||
int32_t const vel = (2048+128) + RANDOM_RANGE(2048);
|
||||
int32_t const vel = (2048+128) + RandomRange(2048);
|
||||
eu->xchange = MOVEx(vel, ang);
|
||||
eu->ychange = MOVEy(vel, ang);
|
||||
eu->Radius = 200; // was NUKE_RADIUS
|
||||
|
@ -11185,7 +11185,7 @@ SpawnNuclearExp(int16_t Weapon)
|
|||
if (sp->owner)
|
||||
{
|
||||
pp = User[sp->owner]->PlayerP;
|
||||
rnd_rng = RANDOM_RANGE(1000);
|
||||
rnd_rng = RandomRange(1000);
|
||||
|
||||
if (rnd_rng > 990)
|
||||
PlayerSound(DIGI_LIKEHIROSHIMA, v3df_follow|v3df_dontpan,pp);
|
||||
|
@ -11491,7 +11491,7 @@ SpawnGrenadeSecondaryExp(int16_t Weapon, short ang)
|
|||
RESET(exp->cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
|
||||
|
||||
//ang = RANDOM_P2(2048);
|
||||
vel = (1024+512) + RANDOM_RANGE(1024);
|
||||
vel = (1024+512) + RandomRange(1024);
|
||||
eu->xchange = MOVEx(vel, ang);
|
||||
eu->ychange = MOVEy(vel, ang);
|
||||
|
||||
|
@ -11537,7 +11537,7 @@ SpawnGrenadeExp(int16_t Weapon)
|
|||
|
||||
PlaySound(DIGI_30MMEXPLODE, sp, v3df_none);
|
||||
|
||||
if (RANDOM_RANGE(1000) > 990)
|
||||
if (RandomRange(1000) > 990)
|
||||
{
|
||||
if (sp->owner >= 0 && User[sp->owner].Data() && User[sp->owner]->PlayerP)
|
||||
{
|
||||
|
@ -11552,9 +11552,9 @@ SpawnGrenadeExp(int16_t Weapon)
|
|||
|
||||
if (u->ID == ZILLA_RUN_R0)
|
||||
{
|
||||
dx += RANDOM_RANGE(1000)-RANDOM_RANGE(1000);
|
||||
dy += RANDOM_RANGE(1000)-RANDOM_RANGE(1000);
|
||||
dz = SPRITEp_MID(sp) + RANDOM_RANGE(1000)-RANDOM_RANGE(1000);
|
||||
dx += RandomRange(1000)-RandomRange(1000);
|
||||
dy += RandomRange(1000)-RandomRange(1000);
|
||||
dz = SPRITEp_MID(sp) + RandomRange(1000)-RandomRange(1000);
|
||||
}
|
||||
|
||||
explosion = SpawnSprite(STAT_MISSILE, GRENADE_EXP, s_GrenadeExp, sp->sectnum,
|
||||
|
@ -13115,7 +13115,7 @@ InitVulcanBoulder(short SpriteNum)
|
|||
if (SP_TAG7(sp))
|
||||
{
|
||||
delta = SP_TAG5(sp);
|
||||
nang = sp->ang + (RANDOM_RANGE(delta) - DIV2(delta));
|
||||
nang = sp->ang + (RandomRange(delta) - DIV2(delta));
|
||||
nang = NORM_ANGLE(nang);
|
||||
}
|
||||
else
|
||||
|
@ -13130,13 +13130,13 @@ InitVulcanBoulder(short SpriteNum)
|
|||
|
||||
// Spawn a shot
|
||||
w = SpawnSprite(STAT_MISSILE, LAVA_BOULDER, s_VulcanBoulder, sp->sectnum,
|
||||
nx, ny, nz, nang, (vel/2 + vel/4) + RANDOM_RANGE(vel/4));
|
||||
nx, ny, nz, nang, (vel/2 + vel/4) + RandomRange(vel/4));
|
||||
|
||||
wp = &sprite[w];
|
||||
wu = User[w].Data();
|
||||
|
||||
SetOwner(SpriteNum, w);
|
||||
wp->xrepeat = wp->yrepeat = 8 + RANDOM_RANGE(72);
|
||||
wp->xrepeat = wp->yrepeat = 8 + RandomRange(72);
|
||||
wp->shade = -40;
|
||||
wp->ang = nang;
|
||||
wu->Counter = 0;
|
||||
|
@ -13166,7 +13166,7 @@ InitVulcanBoulder(short SpriteNum)
|
|||
|
||||
wu->xchange = MOVEx(wp->xvel, wp->ang);
|
||||
wu->ychange = MOVEy(wp->xvel, wp->ang);
|
||||
wu->zchange = -Z(zvel) + -Z(RANDOM_RANGE(zvel_rand));
|
||||
wu->zchange = -Z(zvel) + -Z(RandomRange(zvel_rand));
|
||||
|
||||
return w;
|
||||
}
|
||||
|
@ -13685,7 +13685,7 @@ InitSwordAttack(PLAYERp pp)
|
|||
|
||||
for (i = 0; i < (int)SIZ(dangs); i++)
|
||||
{
|
||||
if (RANDOM_RANGE(1000) < 500) continue; // Don't spawn bubbles every time
|
||||
if (RandomRange(1000) < 500) continue; // Don't spawn bubbles every time
|
||||
bubble = SpawnBubble(short(pp->SpriteP - sprite));
|
||||
if (bubble >= 0)
|
||||
{
|
||||
|
@ -13742,7 +13742,7 @@ InitSwordAttack(PLAYERp pp)
|
|||
int daz;
|
||||
|
||||
daang = pp->angle.ang.asbuild();
|
||||
daz = -MulScale(pp->horizon.horiz.asq16(), 2000, 16) + (RANDOM_RANGE(24000) - 12000);
|
||||
daz = -MulScale(pp->horizon.horiz.asq16(), 2000, 16) + (RandomRange(24000) - 12000);
|
||||
|
||||
FAFhitscan(pp->posx, pp->posy, pp->posz, pp->cursectnum, // Start position
|
||||
bcos(daang), // X vector of 3D ang
|
||||
|
@ -13933,7 +13933,7 @@ InitFistAttack(PLAYERp pp)
|
|||
int daz;
|
||||
|
||||
daang = pp->angle.ang.asbuild();
|
||||
daz = -MulScale(pp->horizon.horiz.asq16(), 2000, 16) + (RANDOM_RANGE(24000) - 12000);
|
||||
daz = -MulScale(pp->horizon.horiz.asq16(), 2000, 16) + (RandomRange(24000) - 12000);
|
||||
|
||||
FAFhitscan(pp->posx, pp->posy, pp->posz, pp->cursectnum, // Start position
|
||||
bcos(daang), // X vector of 3D ang
|
||||
|
@ -14004,7 +14004,7 @@ InitFistAttack(PLAYERp pp)
|
|||
case 4947:
|
||||
SpawnSwordSparks(pp, hitinfo.sect, -1, hitinfo.pos.x, hitinfo.pos.y, hitinfo.pos.z, daang);
|
||||
PlaySound(DIGI_ARMORHIT, &hitinfo.pos, v3df_none);
|
||||
if (RANDOM_RANGE(1000) > 700)
|
||||
if (RandomRange(1000) > 700)
|
||||
PlayerUpdateHealth(pp,1); // Give some health
|
||||
SET(hsp->cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
|
||||
break;
|
||||
|
@ -14036,7 +14036,7 @@ InitFistAttack(PLAYERp pp)
|
|||
PlaySound(DIGI_ARMORHIT, &hitinfo.pos, v3df_none);
|
||||
if (PlayerTakeDamage(pp, -1))
|
||||
{
|
||||
PlayerUpdateHealth(pp, -(RANDOM_RANGE(2<<8)>>8));
|
||||
PlayerUpdateHealth(pp, -(RandomRange(2<<8)>>8));
|
||||
PlayerCheckDeath(pp, -1);
|
||||
}
|
||||
}
|
||||
|
@ -14949,13 +14949,13 @@ InitShotgun(PLAYERp pp)
|
|||
{
|
||||
if (pp->WpnShotgunType == 0)
|
||||
{
|
||||
ndaz = daz + (RANDOM_RANGE(Z(120)) - Z(45));
|
||||
ndaang = NORM_ANGLE(daang + (RANDOM_RANGE(30) - 15));
|
||||
ndaz = daz + (RandomRange(Z(120)) - Z(45));
|
||||
ndaang = NORM_ANGLE(daang + (RandomRange(30) - 15));
|
||||
}
|
||||
else
|
||||
{
|
||||
ndaz = daz + (RANDOM_RANGE(Z(200)) - Z(65));
|
||||
ndaang = NORM_ANGLE(daang + (RANDOM_RANGE(70) - 30));
|
||||
ndaz = daz + (RandomRange(Z(200)) - Z(65));
|
||||
ndaang = NORM_ANGLE(daang + (RandomRange(70) - 30));
|
||||
}
|
||||
|
||||
xvect = bcos(ndaang);
|
||||
|
@ -15855,7 +15855,7 @@ InitMicro(PLAYERp pp)
|
|||
}
|
||||
|
||||
nz = pp->posz + pp->bob_z + Z(14);
|
||||
nz += Z(RANDOM_RANGE(20)) - Z(10);
|
||||
nz += Z(RandomRange(20)) - Z(10);
|
||||
|
||||
// Spawn a shot
|
||||
// Inserting and setting up variables
|
||||
|
@ -15874,7 +15874,7 @@ InitMicro(PLAYERp pp)
|
|||
wp->clipdist = 64L>>2;
|
||||
|
||||
// randomize zvelocity
|
||||
wp->zvel += RANDOM_RANGE(Z(8)) - Z(5);
|
||||
wp->zvel += RandomRange(Z(8)) - Z(5);
|
||||
|
||||
wu->RotNum = 5;
|
||||
NewStateGroup(w, &sg_Micro[0]);
|
||||
|
@ -15887,7 +15887,7 @@ InitMicro(PLAYERp pp)
|
|||
SET(wp->cstat, CSTAT_SPRITE_YCENTER);
|
||||
SET(wp->cstat, CSTAT_SPRITE_INVISIBLE);
|
||||
|
||||
wu->WaitTics = 10 + RANDOM_RANGE(40);
|
||||
wu->WaitTics = 10 + RandomRange(40);
|
||||
|
||||
// at certain angles the clipping box was big enough to block the
|
||||
// initial positioning of the fireball.
|
||||
|
@ -15896,7 +15896,7 @@ InitMicro(PLAYERp pp)
|
|||
|
||||
wp->ang = NORM_ANGLE(wp->ang + 512);
|
||||
#define MICRO_LATERAL 5000
|
||||
HelpMissileLateral(w, 1000 + (RANDOM_RANGE(MICRO_LATERAL) - DIV2(MICRO_LATERAL)));
|
||||
HelpMissileLateral(w, 1000 + (RandomRange(MICRO_LATERAL) - DIV2(MICRO_LATERAL)));
|
||||
wp->ang = NORM_ANGLE(wp->ang - 512);
|
||||
|
||||
if (TEST(pp->Flags, PF_DIVING) || SpriteInUnderwaterArea(wp))
|
||||
|
@ -15933,7 +15933,7 @@ InitMicro(PLAYERp pp)
|
|||
}
|
||||
else
|
||||
{
|
||||
wp->ang = NORM_ANGLE(wp->ang + (RANDOM_RANGE(MICRO_ANG) - DIV2(MICRO_ANG)) - 16);
|
||||
wp->ang = NORM_ANGLE(wp->ang + (RandomRange(MICRO_ANG) - DIV2(MICRO_ANG)) - 16);
|
||||
}
|
||||
|
||||
wu->xchange = MOVEx(wp->xvel, wp->ang);
|
||||
|
@ -15974,7 +15974,7 @@ InitRipperSlash(short SpriteNum)
|
|||
|
||||
if (dist < CLOSE_RANGE_DIST_FUDGE(sp, hp, 600) && FACING_RANGE(hp, sp, 150))
|
||||
{
|
||||
// PlaySound(PlayerPainVocs[RANDOM_RANGE(MAX_PAIN)], sp, v3df_none);
|
||||
// PlaySound(PlayerPainVocs[RandomRange(MAX_PAIN)], sp, v3df_none);
|
||||
DoDamage(i, SpriteNum);
|
||||
}
|
||||
}
|
||||
|
@ -16042,7 +16042,7 @@ InitSerpSlash(short SpriteNum)
|
|||
|
||||
if (dist < CLOSE_RANGE_DIST_FUDGE(sp, hp, 800) && FACING_RANGE(hp, sp, 150))
|
||||
{
|
||||
// PlaySound(PlayerPainVocs[RANDOM_RANGE(MAX_PAIN)], sp, v3df_none);
|
||||
// PlaySound(PlayerPainVocs[RandomRange(MAX_PAIN)], sp, v3df_none);
|
||||
DoDamage(i, SpriteNum);
|
||||
}
|
||||
}
|
||||
|
@ -16122,7 +16122,7 @@ DoBladeDamage(short SpriteNum)
|
|||
if (WallSpriteInsideSprite(sp, hp))
|
||||
{
|
||||
DoDamage(i, SpriteNum);
|
||||
// PlaySound(PlayerPainVocs[RANDOM_RANGE(MAX_PAIN)], sp, v3df_none);
|
||||
// PlaySound(PlayerPainVocs[RandomRange(MAX_PAIN)], sp, v3df_none);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -16205,7 +16205,7 @@ InitCoolgBash(short SpriteNum)
|
|||
|
||||
if (dist < CLOSE_RANGE_DIST_FUDGE(sp, hp, 600) && FACING_RANGE(hp, sp, 150))
|
||||
{
|
||||
// PlaySound(PlayerPainVocs[RANDOM_RANGE(MAX_PAIN)], sp, v3df_none);
|
||||
// PlaySound(PlayerPainVocs[RandomRange(MAX_PAIN)], sp, v3df_none);
|
||||
DoDamage(i, SpriteNum);
|
||||
}
|
||||
}
|
||||
|
@ -16239,7 +16239,7 @@ InitSkelSlash(short SpriteNum)
|
|||
|
||||
if (dist < CLOSE_RANGE_DIST_FUDGE(sp, hp, 600) && FACING_RANGE(hp, sp, 150))
|
||||
{
|
||||
// PlaySound(PlayerPainVocs[RANDOM_RANGE(MAX_PAIN)], sp, v3df_none);
|
||||
// PlaySound(PlayerPainVocs[RandomRange(MAX_PAIN)], sp, v3df_none);
|
||||
DoDamage(i, SpriteNum);
|
||||
}
|
||||
}
|
||||
|
@ -17114,7 +17114,7 @@ GenerateDrips(short SpriteNum)
|
|||
if (sp->lotag == 0)
|
||||
u->WaitTics = RANDOM_P2(256<<8)>>8;
|
||||
else
|
||||
u->WaitTics = (sp->lotag * 120) + SEC(RANDOM_RANGE(3<<8)>>8);
|
||||
u->WaitTics = (sp->lotag * 120) + SEC(RandomRange(3<<8)>>8);
|
||||
|
||||
if (TEST_BOOL2(sp))
|
||||
{
|
||||
|
@ -17459,7 +17459,7 @@ InitTracerUzi(PLAYERp pp)
|
|||
WeaponAutoAim(pp->SpriteP, w, 32, false);
|
||||
|
||||
// a bit of randomness
|
||||
wp->ang = NORM_ANGLE(wp->ang + RANDOM_RANGE(30) - 15);
|
||||
wp->ang = NORM_ANGLE(wp->ang + RandomRange(30) - 15);
|
||||
|
||||
wu->xchange = MOVEx(wp->xvel, wp->ang);
|
||||
wu->ychange = MOVEy(wp->xvel, wp->ang);
|
||||
|
@ -17516,7 +17516,7 @@ InitTracerTurret(short SpriteNum, short Operator, fixed_t q16horiz)
|
|||
WeaponAutoAim(sp, w, 32, false);
|
||||
|
||||
// a bit of randomness
|
||||
wp->ang = NORM_ANGLE(wp->ang + RANDOM_RANGE(30) - 15);
|
||||
wp->ang = NORM_ANGLE(wp->ang + RandomRange(30) - 15);
|
||||
|
||||
wu->xchange = MOVEx(wp->xvel, wp->ang);
|
||||
wu->ychange = MOVEy(wp->xvel, wp->ang);
|
||||
|
@ -17800,15 +17800,15 @@ InitUzi(PLAYERp pp)
|
|||
daang = 32;
|
||||
if (WeaponAutoAimHitscan(pp->SpriteP, &daz, &daang, false) != -1)
|
||||
{
|
||||
daang += RANDOM_RANGE(24) - 12;
|
||||
daang += RandomRange(24) - 12;
|
||||
daang = NORM_ANGLE(daang);
|
||||
daz += RANDOM_RANGE(10000) - 5000;
|
||||
daz += RandomRange(10000) - 5000;
|
||||
}
|
||||
else
|
||||
{
|
||||
//daang = NORM_ANGLE(pp->angle.ang.asbuild() + (RANDOM_RANGE(50) - 25));
|
||||
daang = NORM_ANGLE(pp->angle.ang.asbuild() + (RANDOM_RANGE(24) - 12));
|
||||
daz = -MulScale(pp->horizon.horiz.asq16(), 2000, 16) + (RANDOM_RANGE(24000) - 12000);
|
||||
//daang = NORM_ANGLE(pp->angle.ang.asbuild() + (RandomRange(50) - 25));
|
||||
daang = NORM_ANGLE(pp->angle.ang.asbuild() + (RandomRange(24) - 12));
|
||||
daz = -MulScale(pp->horizon.horiz.asq16(), 2000, 16) + (RandomRange(24000) - 12000);
|
||||
}
|
||||
|
||||
|
||||
|
@ -17984,7 +17984,7 @@ InitEMP(PLAYERp pp)
|
|||
InitTracerUzi(pp);
|
||||
|
||||
//daz = nz = pp->posz + Z(8) + -MulScale(pp->horizon.horiz.asq16(), 72, 16);
|
||||
//daang = NORM_ANGLE(pp->angle.ang.asbuild() + (RANDOM_RANGE(50) - 25));
|
||||
//daang = NORM_ANGLE(pp->angle.ang.asbuild() + (RandomRange(50) - 25));
|
||||
|
||||
daz = nz = pp->posz + pp->bob_z;
|
||||
daang = 64;
|
||||
|
@ -18106,7 +18106,7 @@ InitEMP(PLAYERp pp)
|
|||
// attach weapon to sprite
|
||||
SetAttach(hitinfo.sprite, j);
|
||||
wu->sz = sprite[hitinfo.sprite].z - wp->z;
|
||||
if (RANDOM_RANGE(1000) > 500)
|
||||
if (RandomRange(1000) > 500)
|
||||
PlayerSound(DIGI_YOULOOKSTUPID, v3df_follow|v3df_dontpan,pp);
|
||||
}
|
||||
else
|
||||
|
@ -18171,7 +18171,7 @@ InitTankShell(short SpriteNum, PLAYERp pp)
|
|||
|
||||
WeaponAutoAim(sp, w, 64, false);
|
||||
// a bit of randomness
|
||||
wp->ang += RANDOM_RANGE(30) - 15;
|
||||
wp->ang += RandomRange(30) - 15;
|
||||
wp->ang = NORM_ANGLE(wp->ang);
|
||||
|
||||
wu->xchange = MOVEx(wp->xvel, wp->ang);
|
||||
|
@ -18231,7 +18231,7 @@ InitTurretMicro(short SpriteNum, PLAYERp pp)
|
|||
}
|
||||
|
||||
nz = sp->z;
|
||||
nz += Z(RANDOM_RANGE(20)) - Z(10);
|
||||
nz += Z(RandomRange(20)) - Z(10);
|
||||
|
||||
// Spawn a shot
|
||||
// Inserting and setting up variables
|
||||
|
@ -18250,7 +18250,7 @@ InitTurretMicro(short SpriteNum, PLAYERp pp)
|
|||
wp->clipdist = 64L>>2;
|
||||
|
||||
// randomize zvelocity
|
||||
wp->zvel += RANDOM_RANGE(Z(8)) - Z(5);
|
||||
wp->zvel += RandomRange(Z(8)) - Z(5);
|
||||
|
||||
wu->RotNum = 5;
|
||||
NewStateGroup(w, &sg_Micro[0]);
|
||||
|
@ -18263,7 +18263,7 @@ InitTurretMicro(short SpriteNum, PLAYERp pp)
|
|||
SET(wp->cstat, CSTAT_SPRITE_YCENTER);
|
||||
SET(wp->cstat, CSTAT_SPRITE_INVISIBLE);
|
||||
|
||||
wu->WaitTics = 10 + RANDOM_RANGE(40);
|
||||
wu->WaitTics = 10 + RandomRange(40);
|
||||
|
||||
#define MICRO_ANG 400
|
||||
|
||||
|
@ -18283,7 +18283,7 @@ InitTurretMicro(short SpriteNum, PLAYERp pp)
|
|||
}
|
||||
else
|
||||
{
|
||||
wp->ang = NORM_ANGLE(wp->ang + (RANDOM_RANGE(MICRO_ANG) - DIV2(MICRO_ANG)) - 16);
|
||||
wp->ang = NORM_ANGLE(wp->ang + (RandomRange(MICRO_ANG) - DIV2(MICRO_ANG)) - 16);
|
||||
}
|
||||
|
||||
wu->xchange = MOVEx(wp->xvel, wp->ang);
|
||||
|
@ -18331,7 +18331,7 @@ InitTurretRocket(short SpriteNum, PLAYERp pp)
|
|||
|
||||
WeaponAutoAim(sp, w, 64, false);
|
||||
// a bit of randomness
|
||||
//wp->ang += RANDOM_RANGE(30) - 15;
|
||||
//wp->ang += RandomRange(30) - 15;
|
||||
|
||||
wu->xchange = MOVEx(wp->xvel, wp->ang);
|
||||
wu->ychange = MOVEy(wp->xvel, wp->ang);
|
||||
|
@ -18378,7 +18378,7 @@ InitTurretFireball(short SpriteNum, PLAYERp pp)
|
|||
|
||||
WeaponAutoAim(sp, w, 64, false);
|
||||
// a bit of randomness
|
||||
wp->ang += RANDOM_RANGE(30) - 15;
|
||||
wp->ang += RandomRange(30) - 15;
|
||||
wp->ang = NORM_ANGLE(wp->ang);
|
||||
|
||||
wu->xchange = MOVEx(wp->xvel, wp->ang);
|
||||
|
@ -18534,7 +18534,7 @@ InitSobjMachineGun(short SpriteNum, PLAYERp pp)
|
|||
daang = 64;
|
||||
if (WeaponAutoAimHitscan(sp, &daz, &daang, false) != -1)
|
||||
{
|
||||
daz += RANDOM_RANGE(Z(30)) - Z(15);
|
||||
daz += RandomRange(Z(30)) - Z(15);
|
||||
//daz += 0;
|
||||
}
|
||||
else
|
||||
|
@ -18544,7 +18544,7 @@ InitSobjMachineGun(short SpriteNum, PLAYERp pp)
|
|||
if (q16horiz < horizmin)
|
||||
q16horiz = horizmin;
|
||||
|
||||
daz = -MulScale(q16horiz, 2000, 16) + (RANDOM_RANGE(Z(80)) - Z(40));
|
||||
daz = -MulScale(q16horiz, 2000, 16) + (RandomRange(Z(80)) - Z(40));
|
||||
daang = sp->ang;
|
||||
}
|
||||
|
||||
|
@ -18945,7 +18945,7 @@ InitTurretMgun(SECTOR_OBJECTp sop)
|
|||
else
|
||||
{
|
||||
// randomize the z for shots
|
||||
daz += RANDOM_RANGE(Z(120)) - Z(60);
|
||||
daz += RandomRange(Z(120)) - Z(60);
|
||||
// never auto aim the angle
|
||||
daang = sp->ang;
|
||||
daang = NORM_ANGLE(daang + RANDOM_P2(64) - 32);
|
||||
|
@ -18957,7 +18957,7 @@ InitTurretMgun(SECTOR_OBJECTp sop)
|
|||
daang = 64;
|
||||
if (WeaponAutoAimHitscan(sp, &daz, &daang, false) != -1)
|
||||
{
|
||||
daz += RANDOM_RANGE(Z(30)) - Z(15);
|
||||
daz += RandomRange(Z(30)) - Z(15);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -19093,9 +19093,9 @@ InitEnemyUzi(short SpriteNum)
|
|||
{
|
||||
// set angle to player and also face player when attacking
|
||||
sp->ang = daang;
|
||||
daang += RANDOM_RANGE(24) - 12;
|
||||
daang += RandomRange(24) - 12;
|
||||
daang = NORM_ANGLE(daang);
|
||||
daz += RANDOM_RANGE(Z(40)) - Z(20);
|
||||
daz += RandomRange(Z(40)) - Z(20);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -19374,7 +19374,7 @@ InitSpriteGrenade(short SpriteNum)
|
|||
SET(wp->cstat, CSTAT_SPRITE_BLOCK);
|
||||
|
||||
|
||||
//wp->zvel = (-RANDOM_RANGE(100) * HORIZ_MULT);
|
||||
//wp->zvel = (-RandomRange(100) * HORIZ_MULT);
|
||||
wp->zvel = -2000;
|
||||
|
||||
wu->xchange = MOVEx(wp->xvel, wp->ang);
|
||||
|
@ -20732,7 +20732,7 @@ int QueueFootPrint(short hit_sprite)
|
|||
if (FloorBloodQueue[FloorBloodQueueHead] != -1)
|
||||
KillSprite(FloorBloodQueue[FloorBloodQueueHead]);
|
||||
|
||||
rnd_num = RANDOM_RANGE(1024);
|
||||
rnd_num = RandomRange(1024);
|
||||
|
||||
if (rnd_num > 683)
|
||||
FloorBloodQueue[FloorBloodQueueHead] = SpriteNum =
|
||||
|
@ -20869,7 +20869,7 @@ int QueueWallBlood(short hit_sprite, short ang)
|
|||
KillSprite(WallBloodQueue[WallBloodQueueHead]);
|
||||
|
||||
// Randomly choose a wall blood sprite
|
||||
rndnum = RANDOM_RANGE(1024);
|
||||
rndnum = RandomRange(1024);
|
||||
if (rndnum > 768)
|
||||
{
|
||||
WallBloodQueue[WallBloodQueueHead] = SpriteNum =
|
||||
|
@ -20986,7 +20986,7 @@ DoFloorBlood(short SpriteNum)
|
|||
{
|
||||
if (pp->NumFootPrints <= 0 || FootMode != BLOOD_FOOT)
|
||||
{
|
||||
pp->NumFootPrints = RANDOM_RANGE(10)+3;
|
||||
pp->NumFootPrints = RandomRange(10)+3;
|
||||
FootMode = BLOOD_FOOT;
|
||||
}
|
||||
|
||||
|
@ -21326,7 +21326,7 @@ ShrapKillSprite(short SpriteNum)
|
|||
USERp u = User[SpriteNum].Data();
|
||||
short rnd_num;
|
||||
|
||||
rnd_num = RANDOM_RANGE(1024);
|
||||
rnd_num = RandomRange(1024);
|
||||
|
||||
ASSERT(u);
|
||||
|
||||
|
@ -21376,10 +21376,10 @@ ShrapKillSprite(short SpriteNum)
|
|||
return 0;
|
||||
break;
|
||||
case GORE_Lung:
|
||||
if (RANDOM_RANGE(1000) > 500) break;
|
||||
if (RandomRange(1000) > 500) break;
|
||||
sp->clipdist = SPRITEp_SIZE_X(sp);
|
||||
SpawnFloorSplash(SpriteNum);
|
||||
if (RANDOM_RANGE(1000) < 500)
|
||||
if (RandomRange(1000) < 500)
|
||||
PlaySound(DIGI_GIBS1, sp, v3df_none);
|
||||
else
|
||||
PlaySound(DIGI_GIBS2, sp, v3df_none);
|
||||
|
@ -21398,10 +21398,10 @@ ShrapKillSprite(short SpriteNum)
|
|||
return 0;
|
||||
break;
|
||||
case GORE_Liver:
|
||||
if (RANDOM_RANGE(1000) > 500) break;
|
||||
if (RandomRange(1000) > 500) break;
|
||||
sp->clipdist = SPRITEp_SIZE_X(sp);
|
||||
SpawnFloorSplash(SpriteNum);
|
||||
if (RANDOM_RANGE(1000) < 500)
|
||||
if (RandomRange(1000) < 500)
|
||||
PlaySound(DIGI_GIBS1, sp, v3df_none);
|
||||
else
|
||||
PlaySound(DIGI_GIBS2, sp, v3df_none);
|
||||
|
@ -21420,7 +21420,7 @@ ShrapKillSprite(short SpriteNum)
|
|||
return 0;
|
||||
break;
|
||||
case GORE_SkullCap:
|
||||
if (RANDOM_RANGE(1000) > 500) break;
|
||||
if (RandomRange(1000) > 500) break;
|
||||
sp->clipdist = SPRITEp_SIZE_X(sp);
|
||||
SpawnFloorSplash(SpriteNum);
|
||||
if (rnd_num > 683)
|
||||
|
@ -21438,7 +21438,7 @@ ShrapKillSprite(short SpriteNum)
|
|||
return 0;
|
||||
break;
|
||||
case GORE_Head:
|
||||
if (RANDOM_RANGE(1000) > 500) break;
|
||||
if (RandomRange(1000) > 500) break;
|
||||
sp->clipdist = SPRITEp_SIZE_X(sp);
|
||||
QueueFloorBlood(SpriteNum);
|
||||
QueueGeneric(SpriteNum,GORE_Head);
|
||||
|
|
|
@ -765,7 +765,7 @@ int DoZillaDeathMelt(short SpriteNum)
|
|||
SPRITEp sp = &sprite[SpriteNum];
|
||||
USERp u = User[SpriteNum].Data();
|
||||
|
||||
if (RANDOM_RANGE(1000) > 800)
|
||||
if (RandomRange(1000) > 800)
|
||||
SpawnGrenadeExp(SpriteNum);
|
||||
|
||||
u->ID = ZILLA_RUN_R0;
|
||||
|
|
Loading…
Reference in a new issue