diff --git a/source/games/sw/src/actor.cpp b/source/games/sw/src/actor.cpp index 16ec9d151..2c2eaf3e9 100644 --- a/source/games/sw/src/actor.cpp +++ b/source/games/sw/src/actor.cpp @@ -157,7 +157,7 @@ DoActorDie(short SpriteNum, short weapon) } else { - if (RANDOM_RANGE(1000) > 500) + if (RandomRange(1000) > 500) { SPRITEp wp = &sprite[weapon]; InitPlasmaFountain(wp, sp); @@ -166,8 +166,8 @@ DoActorDie(short SpriteNum, short weapon) ChangeState(SpriteNum, u->StateEnd); u->RotNum = 0; u->ActorActionFunc = nullptr; - sp->xvel = 200 + RANDOM_RANGE(200); - u->jump_speed = -200 - RANDOM_RANGE(250); + sp->xvel = 200 + RandomRange(200); + u->jump_speed = -200 - RandomRange(250); DoActorBeginJump(SpriteNum); sprite[SpriteNum].ang = sprite[weapon].ang; } @@ -175,7 +175,7 @@ DoActorDie(short SpriteNum, short weapon) else { // test for gibable dead bodies - if (RANDOM_RANGE(1000) > 500) + if (RandomRange(1000) > 500) SET(sp->cstat, CSTAT_SPRITE_YFLIP); ChangeState(SpriteNum, u->StateEnd); sp->xvel = 0; @@ -203,7 +203,7 @@ DoActorDie(short SpriteNum, short weapon) break; case UZI_SMOKE: - if (RANDOM_RANGE(1000) > 500) + if (RandomRange(1000) > 500) SET(sp->cstat, CSTAT_SPRITE_YFLIP); ChangeState(SpriteNum, u->StateEnd); u->RotNum = 0; @@ -211,13 +211,13 @@ DoActorDie(short SpriteNum, short weapon) if (u->ID == RIPPER_RUN_R0 || u->ID == RIPPER2_RUN_R0) { sp->xvel <<= 1; - u->jump_speed = -100 - RANDOM_RANGE(250); + u->jump_speed = -100 - RandomRange(250); DoActorBeginJump(SpriteNum); } else { sp->xvel = 0; - u->jump_speed = -10 - RANDOM_RANGE(25); + u->jump_speed = -10 - RandomRange(25); DoActorBeginJump(SpriteNum); } u->ActorActionFunc = nullptr; @@ -226,7 +226,7 @@ DoActorDie(short SpriteNum, short weapon) break; case UZI_SMOKE+1: // Shotgun - if (RANDOM_RANGE(1000) > 500) + if (RandomRange(1000) > 500) SET(sp->cstat, CSTAT_SPRITE_YFLIP); ChangeState(SpriteNum, u->StateEnd); u->RotNum = 0; @@ -234,13 +234,13 @@ DoActorDie(short SpriteNum, short weapon) // Rippers still gotta jump or they fall off walls weird if (u->ID == RIPPER_RUN_R0 || u->ID == RIPPER2_RUN_R0) { - sp->xvel = 75 + RANDOM_RANGE(100); - u->jump_speed = -100 - RANDOM_RANGE(150); + sp->xvel = 75 + RandomRange(100); + u->jump_speed = -100 - RandomRange(150); } else { - sp->xvel = 100 + RANDOM_RANGE(200); - u->jump_speed = -100 - RANDOM_RANGE(250); + sp->xvel = 100 + RandomRange(200); + u->jump_speed = -100 - RandomRange(250); } DoActorBeginJump(SpriteNum); u->ActorActionFunc = nullptr; @@ -258,19 +258,19 @@ DoActorDie(short SpriteNum, short weapon) break; default: - if (RANDOM_RANGE(1000) > 700) + if (RandomRange(1000) > 700) { SPRITEp wp = &sprite[weapon]; InitPlasmaFountain(wp, sp); } - if (RANDOM_RANGE(1000) > 500) + if (RandomRange(1000) > 500) SET(sp->cstat, CSTAT_SPRITE_YFLIP); ChangeState(SpriteNum, u->StateEnd); u->RotNum = 0; u->ActorActionFunc = nullptr; - sp->xvel = 300 + RANDOM_RANGE(400); - u->jump_speed = -300 - RANDOM_RANGE(350); + sp->xvel = 300 + RandomRange(400); + u->jump_speed = -300 - RandomRange(350); DoActorBeginJump(SpriteNum); sprite[SpriteNum].ang = sprite[weapon].ang; break; diff --git a/source/games/sw/src/ai.cpp b/source/games/sw/src/ai.cpp index cb3c14641..82cc5a62c 100644 --- a/source/games/sw/src/ai.cpp +++ b/source/games/sw/src/ai.cpp @@ -678,7 +678,7 @@ DoActorActionDecide(short SpriteNum) // If target was actor, retarget to player it actor died // or just randomly give the target actor a break //if ((User[u->tgt_sp-sprite] && - // User[u->tgt_sp-sprite]->Health <= 0) || RANDOM_RANGE(1000) > 950) + // User[u->tgt_sp-sprite]->Health <= 0) || RandomRange(1000) > 950) // { // DoActorPickClosePlayer(SpriteNum); // InitActorReposition(SpriteNum); diff --git a/source/games/sw/src/bunny.cpp b/source/games/sw/src/bunny.cpp index 6615be877..3dfb2a387 100644 --- a/source/games/sw/src/bunny.cpp +++ b/source/games/sw/src/bunny.cpp @@ -986,7 +986,7 @@ DoBunnyQuickJump(short SpriteNum) // Kill a rival // Only males fight - if (tu->spal == sp->pal && RANDOM_RANGE(1000) > 995) + if (tu->spal == sp->pal && RandomRange(1000) > 995) { if (u->spal == PALETTE_PLAYER8 && tu->spal == PALETTE_PLAYER8) { @@ -1032,7 +1032,7 @@ DoBunnyQuickJump(short SpriteNum) { PLAYERp pp = nullptr; - if (RANDOM_RANGE(1000) < 995 && tu->spal != PALETTE_PLAYER0) return false; + if (RandomRange(1000) < 995 && tu->spal != PALETTE_PLAYER0) return false; DoActorPickClosePlayer(SpriteNum); @@ -1059,7 +1059,7 @@ DoBunnyQuickJump(short SpriteNum) } else { - if (pp && RANDOM_RANGE(1000) > 200) + if (pp && RandomRange(1000) > 200) { short choose_snd; int straightsnds[] = {DIGI_RABBITHUMP1,DIGI_RABBITHUMP2, @@ -1156,7 +1156,7 @@ int DoBunnyStandKill(short SpriteNum) NullBunny(SpriteNum); // Growl like the bad ass bunny you are! - if (RANDOM_RANGE(1000) > 800) + if (RandomRange(1000) > 800) PlaySound(DIGI_BUNNYATTACK, sp, v3df_none); if ((u->WaitTics -= ACTORMOVETICS) <= 0) @@ -1198,13 +1198,13 @@ void BunnyHatch(short Weapon) // make immediately active SET(nu->Flags, SPR_ACTIVE); - if (RANDOM_RANGE(1000) > 500) // Boy or Girl? + if (RandomRange(1000) > 500) // Boy or Girl? nu->spal = np->pal = PALETTE_PLAYER0; // Girl else { nu->spal = np->pal = PALETTE_PLAYER8; // Boy // Oops, mommy died giving birth to a boy - if (RANDOM_RANGE(1000) > 500) + if (RandomRange(1000) > 500) { wu->Health = 0; Bunny_Count--; // Bunny died @@ -1267,7 +1267,7 @@ int BunnyHatch2(short Weapon) // make immediately active SET(nu->Flags, SPR_ACTIVE); - if (RANDOM_RANGE(1000) > 500) // Boy or Girl? + if (RandomRange(1000) > 500) // Boy or Girl? { nu->spal = np->pal = PALETTE_PLAYER0; // Girl nu->Flag1 = SEC(5); @@ -1285,12 +1285,12 @@ int BunnyHatch2(short Weapon) DoActorSetSpeed(New, FAST_SPEED); if (TEST_BOOL3(wp)) { - PickJumpMaxSpeed(New, -600-RANDOM_RANGE(600)); + PickJumpMaxSpeed(New, -600-RandomRange(600)); np->xrepeat = np->yrepeat = 64; - np->xvel = 150 + RANDOM_RANGE(1000); + np->xvel = 150 + RandomRange(1000); nu->Health = 1; // Easy to pop. Like shootn' skeet. - np->ang -= RANDOM_RANGE(128); - np->ang += RANDOM_RANGE(128); + np->ang -= RandomRange(128); + np->ang += RandomRange(128); } else PickJumpMaxSpeed(New, -600); @@ -1358,7 +1358,7 @@ DoBunnyMove(short SpriteNum) DoActorSectorDamage(SpriteNum); - if (RANDOM_RANGE(1000) > 985 && sp->pal != PALETTE_PLAYER1 && u->track < 0) + if (RandomRange(1000) > 985 && sp->pal != PALETTE_PLAYER1 && u->track < 0) { switch (sector[sp->sectnum].floorpicnum) { @@ -1375,7 +1375,7 @@ DoBunnyMove(short SpriteNum) NewStateGroup(SpriteNum,sg_BunnyStand); break; default: - sp->ang = NORM_ANGLE(RANDOM_RANGE(2048 << 6) >> 6); + sp->ang = NORM_ANGLE(RandomRange(2048 << 6) >> 6); u->jump_speed = -350; DoActorBeginJump(SpriteNum); u->ActorActionFunc = DoActorMoveJump; @@ -1436,7 +1436,7 @@ DoBunnyEat(short SpriteNum) case 3562: case 3563: case 3564: - if (RANDOM_RANGE(1000) > 970) + if (RandomRange(1000) > 970) NewStateGroup(SpriteNum,sg_BunnyRun); break; default: @@ -1469,7 +1469,7 @@ DoBunnyScrew(short SpriteNum) DoActorSectorDamage(SpriteNum); - if (RANDOM_RANGE(1000) > 990) // Bunny sex sounds + if (RandomRange(1000) > 990) // Bunny sex sounds { PlaySound(DIGI_BUNNYATTACK, sp, v3df_follow); } diff --git a/source/games/sw/src/coolg.cpp b/source/games/sw/src/coolg.cpp index 8b710817a..8afdc61bb 100644 --- a/source/games/sw/src/coolg.cpp +++ b/source/games/sw/src/coolg.cpp @@ -651,7 +651,7 @@ int DoCoolgMatchPlayerZ(short SpriteNum) zdiff = (SPRITEp_MID(tsp)) - u->sz; // check z diff of the player and the sprite - zdist = Z(20 + RANDOM_RANGE(100)); // put a random amount + zdist = Z(20 + RandomRange(100)); // put a random amount //zdist = Z(20); if (labs(zdiff) > zdist) { @@ -735,7 +735,7 @@ int InitCoolgCircle(short SpriteNum) if (labs(u->sz - u->hiz) < labs(u->sz - u->loz)) u->jump_speed = -u->jump_speed; - u->WaitTics = (RANDOM_RANGE(3)+1) * 120; + u->WaitTics = (RandomRange(3)+1) * 120; (*u->ActorActionFunc)(SpriteNum); @@ -847,7 +847,7 @@ int DoCoolgMove(short SpriteNum) PlaySound(DIGI_VOID3, sp, v3df_follow); RESET(sp->cstat, CSTAT_SPRITE_TRANSLUCENT); SET(sp->cstat, CSTAT_SPRITE_INVISIBLE); - u->ShellNum = SEC(1) + SEC(RANDOM_RANGE(2)); + u->ShellNum = SEC(1) + SEC(RandomRange(2)); break; case 2: SET(sp->cstat, CSTAT_SPRITE_TRANSLUCENT); @@ -858,7 +858,7 @@ int DoCoolgMove(short SpriteNum) PlaySound(DIGI_VOID3, sp, v3df_follow); RESET(sp->cstat, CSTAT_SPRITE_TRANSLUCENT); RESET(sp->cstat, CSTAT_SPRITE_INVISIBLE); - u->ShellNum = SEC(2) + SEC(RANDOM_RANGE(3)); + u->ShellNum = SEC(2) + SEC(RandomRange(3)); break; default: u->FlagOwner = 0; diff --git a/source/games/sw/src/coolie.cpp b/source/games/sw/src/coolie.cpp index 59b7c4099..224f3cb95 100644 --- a/source/games/sw/src/coolie.cpp +++ b/source/games/sw/src/coolie.cpp @@ -562,7 +562,7 @@ int SpawnCoolg(short SpriteNum) { // Don't do a ghost every time - if (RANDOM_RANGE(1000) > 700 || Skill < MinEnemySkill - 1) + if (RandomRange(1000) > 700 || Skill < MinEnemySkill - 1) { return(0); } diff --git a/source/games/sw/src/eel.cpp b/source/games/sw/src/eel.cpp index 8791a2dc3..54ac6fb6e 100644 --- a/source/games/sw/src/eel.cpp +++ b/source/games/sw/src/eel.cpp @@ -487,7 +487,7 @@ int DoEelMatchPlayerZ(short SpriteNum) zdiff = (SPRITEp_BOS(tsp) - Z(8)) - u->sz; // check z diff of the player and the sprite - zdist = Z(20 + RANDOM_RANGE(64)); // put a random amount + zdist = Z(20 + RandomRange(64)); // put a random amount if (labs(zdiff) > zdist) { if (zdiff > 0) @@ -588,9 +588,9 @@ DoEelDeath(short SpriteNum) if (sp->z >= u->loz) { RESET(u->Flags, SPR_FALLING|SPR_SLIDING); - if (RANDOM_RANGE(1000) > 500) + if (RandomRange(1000) > 500) SET(sp->cstat, CSTAT_SPRITE_XFLIP); - if (RANDOM_RANGE(1000) > 500) + if (RandomRange(1000) > 500) SET(sp->cstat, CSTAT_SPRITE_YFLIP); NewStateGroup(SpriteNum, u->ActorActionSet->Dead); return 0; diff --git a/source/games/sw/src/game.h b/source/games/sw/src/game.h index 77b4ca871..d2f8f509f 100644 --- a/source/games/sw/src/game.h +++ b/source/games/sw/src/game.h @@ -116,11 +116,6 @@ inline int RANDOM(void) } #define RANDOM_P2(pwr_of_2) (MOD_P2(RANDOM(),(pwr_of_2))) -#define RANDOM_RANGE(range) (RandomRange(range)) - - -#define PRINT(line,str) DebugPrint(line,str) - // // Map directions/degrees diff --git a/source/games/sw/src/hornet.cpp b/source/games/sw/src/hornet.cpp index fbda5807f..9d957a432 100644 --- a/source/games/sw/src/hornet.cpp +++ b/source/games/sw/src/hornet.cpp @@ -362,7 +362,7 @@ int DoHornetMatchPlayerZ(short SpriteNum) zdiff = (SPRITEp_MID(tsp)) - u->sz; // check z diff of the player and the sprite - zdist = Z(20 + RANDOM_RANGE(200)); // put a random amount + zdist = Z(20 + RandomRange(200)); // put a random amount if (labs(zdiff) > zdist) { if (zdiff > 0) @@ -446,7 +446,7 @@ int InitHornetCircle(short SpriteNum) if (labs(u->sz - u->hiz) < labs(u->sz - u->loz)) u->jump_speed = -u->jump_speed; - u->WaitTics = (RANDOM_RANGE(3)+1) * 60; + u->WaitTics = (RandomRange(3)+1) * 60; (*u->ActorActionFunc)(SpriteNum); diff --git a/source/games/sw/src/inv.cpp b/source/games/sw/src/inv.cpp index f3a8ae3d7..6bcfbc0dd 100644 --- a/source/games/sw/src/inv.cpp +++ b/source/games/sw/src/inv.cpp @@ -304,7 +304,7 @@ void UseInventoryCloak(PLAYERp pp) sp->shade = 100; PlaySound(DIGI_GASPOP, pp, v3df_none); - //if(RANDOM_RANGE(1000) > 950) + //if(RandomRange(1000) > 950) if (pp == Player+myconnectindex) PlayerSound(DIGI_IAMSHADOW, v3df_follow|v3df_dontpan,pp); } diff --git a/source/games/sw/src/jweapon.cpp b/source/games/sw/src/jweapon.cpp index 4eb5cd906..9062d27a4 100644 --- a/source/games/sw/src/jweapon.cpp +++ b/source/games/sw/src/jweapon.cpp @@ -262,7 +262,7 @@ DoWallBloodDrip(short SpriteNum) SPRITEp sp = &sprite[SpriteNum]; USERp u = User[SpriteNum].Data(); - //sp->z += (300+RANDOM_RANGE(2300)) >> 1; + //sp->z += (300+RandomRange(2300)) >> 1; // sy & sz are the ceiling and floor of the sector you are sliding down if (u->sz != u->sy) @@ -275,13 +275,13 @@ DoWallBloodDrip(short SpriteNum) } else { - sp->zvel = (300+RANDOM_RANGE(2300)) >> 1; + sp->zvel = (300+RandomRange(2300)) >> 1; sp->z += sp->zvel; } } else { - sp->zvel = (300+RANDOM_RANGE(2300)) >> 1; + sp->zvel = (300+RandomRange(2300)) >> 1; sp->z += sp->zvel; } @@ -313,8 +313,8 @@ SpawnMidSplash(short SpriteNum) //SetOwner(Weapon, New); np->shade = -12; - np->xrepeat = 70-RANDOM_RANGE(20); - np->yrepeat = 70-RANDOM_RANGE(20); + np->xrepeat = 70-RandomRange(20); + np->yrepeat = 70-RandomRange(20); np->opos = sp->opos; SET(np->cstat, CSTAT_SPRITE_YCENTER); RESET(np->cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN); @@ -347,8 +347,8 @@ SpawnFloorSplash(short SpriteNum) //SetOwner(Weapon, New); np->shade = -12; - np->xrepeat = 70-RANDOM_RANGE(20); - np->yrepeat = 70-RANDOM_RANGE(20); + np->xrepeat = 70-RandomRange(20); + np->yrepeat = 70-RandomRange(20); np->opos = sp->opos; SET(np->cstat, CSTAT_SPRITE_YCENTER); RESET(np->cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN); @@ -480,7 +480,7 @@ DoBloodSpray(int16_t Weapon) } sp->xvel = sp->yvel = u->xchange = u->ychange = 0; - sp->xrepeat = sp->yrepeat = 70 - RANDOM_RANGE(25); + sp->xrepeat = sp->yrepeat = 70 - RandomRange(25); sp->x = sprite[wb].x; sp->y = sprite[wb].y; @@ -567,8 +567,8 @@ DoBloodSpray(int16_t Weapon) SetOwner(Weapon, New); np->shade = -12; - 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); diff --git a/source/games/sw/src/light.cpp b/source/games/sw/src/light.cpp index 796dac5a5..bb01058ae 100644 --- a/source/games/sw/src/light.cpp +++ b/source/games/sw/src/light.cpp @@ -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); } diff --git a/source/games/sw/src/miscactr.cpp b/source/games/sw/src/miscactr.cpp index f03d4b4a5..538b3efa6 100644 --- a/source/games/sw/src/miscactr.cpp +++ b/source/games/sw/src/miscactr.cpp @@ -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; } diff --git a/source/games/sw/src/morph.cpp b/source/games/sw/src/morph.cpp index 4301ef114..4a6ab5585 100644 --- a/source/games/sw/src/morph.cpp +++ b/source/games/sw/src/morph.cpp @@ -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; diff --git a/source/games/sw/src/mytypes.h b/source/games/sw/src/mytypes.h index 96a23e763..cc721108c 100644 --- a/source/games/sw/src/mytypes.h +++ b/source/games/sw/src/mytypes.h @@ -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) /* diff --git a/source/games/sw/src/ninja.cpp b/source/games/sw/src/ninja.cpp index fed70769a..74b2a4d41 100644 --- a/source/games/sw/src/ninja.cpp +++ b/source/games/sw/src/ninja.cpp @@ -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); diff --git a/source/games/sw/src/panel.cpp b/source/games/sw/src/panel.cpp index c552ca962..d2db008c5 100644 --- a/source/games/sw/src/panel.cpp +++ b/source/games/sw/src/panel.cpp @@ -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); } } diff --git a/source/games/sw/src/player.cpp b/source/games/sw/src/player.cpp index cabde21c1..d1fb09cde 100644 --- a/source/games/sw/src/player.cpp +++ b/source/games/sw/src/player.cpp @@ -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; } } diff --git a/source/games/sw/src/quake.cpp b/source/games/sw/src/quake.cpp index f27670438..a6561147a 100644 --- a/source/games/sw/src/quake.cpp +++ b/source/games/sw/src/quake.cpp @@ -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 diff --git a/source/games/sw/src/ripper2.cpp b/source/games/sw/src/ripper2.cpp index 4dc91fe88..8b7062d5b 100644 --- a/source/games/sw/src/ripper2.cpp +++ b/source/games/sw/src/ripper2.cpp @@ -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); diff --git a/source/games/sw/src/sector.cpp b/source/games/sw/src/sector.cpp index 1a21ad049..92340554e 100644 --- a/source/games/sw/src/sector.cpp +++ b/source/games/sw/src/sector.cpp @@ -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; diff --git a/source/games/sw/src/sector.h b/source/games/sw/src/sector.h index 8a3fc67e0..5575128f6 100644 --- a/source/games/sw/src/sector.h +++ b/source/games/sw/src/sector.h @@ -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 { diff --git a/source/games/sw/src/skull.cpp b/source/games/sw/src/skull.cpp index 80492f5fd..36bb66847 100644 --- a/source/games/sw/src/skull.cpp +++ b/source/games/sw/src/skull.cpp @@ -313,7 +313,7 @@ DoSkullBeginDeath(int16_t SpriteNum) if (num_ord > 10) num_ord = 10; for (i=0; iang = 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; iang = 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); } diff --git a/source/games/sw/src/sprite.cpp b/source/games/sw/src/sprite.cpp index 1c485836c..a15897e18 100644 --- a/source/games/sw/src/sprite.cpp +++ b/source/games/sw/src/sprite.cpp @@ -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) diff --git a/source/games/sw/src/sumo.cpp b/source/games/sw/src/sumo.cpp index 19fed1605..4516c8a42 100644 --- a/source/games/sw/src/sumo.cpp +++ b/source/games/sw/src/sumo.cpp @@ -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); diff --git a/source/games/sw/src/wallmove.cpp b/source/games/sw/src/wallmove.cpp index d43303843..dc7ad6304 100644 --- a/source/games/sw/src/wallmove.cpp +++ b/source/games/sw/src/wallmove.cpp @@ -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); diff --git a/source/games/sw/src/warp.cpp b/source/games/sw/src/warp.cpp index 0b4784e87..2b4bd0bd9 100644 --- a/source/games/sw/src/warp.cpp +++ b/source/games/sw/src/warp.cpp @@ -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: diff --git a/source/games/sw/src/weapon.cpp b/source/games/sw/src/weapon.cpp index c4d7b8c91..83e79b7ab 100644 --- a/source/games/sw/src/weapon.cpp +++ b/source/games/sw/src/weapon.cpp @@ -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); diff --git a/source/games/sw/src/zilla.cpp b/source/games/sw/src/zilla.cpp index 2d7f448f9..4ca5c8800 100644 --- a/source/games/sw/src/zilla.cpp +++ b/source/games/sw/src/zilla.cpp @@ -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;