Reworked FRandom constructors
Removes ambiguity while keeping old constructor syntax in check for better overall portability.
This commit is contained in:
parent
a1a4a97dcd
commit
3ea5be1ea7
42 changed files with 130 additions and 119 deletions
|
|
@ -67,7 +67,7 @@
|
|||
|
||||
static FMemArena DynLightArena(sizeof(FDynamicLight) * 200);
|
||||
static TArray<FDynamicLight*> FreeList;
|
||||
static FRandom randLight(true);
|
||||
static FCRandom randLight;
|
||||
|
||||
extern TArray<FLightDefaults *> StateLights;
|
||||
|
||||
|
|
|
|||
|
|
@ -39,7 +39,7 @@
|
|||
#include "a_pickups.h"
|
||||
#include "vm.h"
|
||||
|
||||
static FRandom pr_spot ("SpecialSpot", false);
|
||||
static FRandom pr_spot ("SpecialSpot");
|
||||
|
||||
IMPLEMENT_CLASS(DSpotState, false, false)
|
||||
|
||||
|
|
|
|||
|
|
@ -54,7 +54,7 @@
|
|||
#include "p_checkposition.h"
|
||||
#include "actorinlines.h"
|
||||
|
||||
static FRandom pr_botdofire ("BotDoFire", false);
|
||||
static FRandom pr_botdofire ("BotDoFire");
|
||||
|
||||
|
||||
//Checks TRUE reachability from bot to a looker.
|
||||
|
|
|
|||
|
|
@ -98,7 +98,7 @@ Everything that is changed is marked (maybe commented) with "Added by MC"
|
|||
#include "i_system.h" // for SHARE_DIR
|
||||
#endif // !_WIN32 && !__APPLE__
|
||||
|
||||
static FRandom pr_botspawn ("BotSpawn", false);
|
||||
static FRandom pr_botspawn ("BotSpawn");
|
||||
|
||||
cycle_t BotThinkCycles, BotSupportCycles;
|
||||
int BotWTG;
|
||||
|
|
|
|||
|
|
@ -53,9 +53,9 @@
|
|||
#include "p_checkposition.h"
|
||||
#include "actorinlines.h"
|
||||
|
||||
static FRandom pr_botopendoor ("BotOpenDoor", false);
|
||||
static FRandom pr_bottrywalk ("BotTryWalk", false);
|
||||
static FRandom pr_botnewchasedir ("BotNewChaseDir", false);
|
||||
static FRandom pr_botopendoor ("BotOpenDoor");
|
||||
static FRandom pr_bottrywalk ("BotTryWalk");
|
||||
static FRandom pr_botnewchasedir ("BotNewChaseDir");
|
||||
|
||||
// borrow some tables from p_enemy.cpp
|
||||
extern dirtype_t opposite[9];
|
||||
|
|
|
|||
|
|
@ -52,7 +52,7 @@
|
|||
#include "d_player.h"
|
||||
#include "actorinlines.h"
|
||||
|
||||
static FRandom pr_botmove ("BotMove", false);
|
||||
static FRandom pr_botmove ("BotMove");
|
||||
|
||||
//This function is called each tic for each bot,
|
||||
//so this is what the bot does.
|
||||
|
|
|
|||
|
|
@ -56,7 +56,7 @@
|
|||
|
||||
using namespace FileSys;
|
||||
|
||||
static FRandom pr_script("FScript", false);
|
||||
static FRandom pr_script("FScript");
|
||||
|
||||
// functions. FParser::SF_ means Script Function not, well.. heh, me
|
||||
|
||||
|
|
|
|||
|
|
@ -38,7 +38,7 @@
|
|||
#include "gi.h"
|
||||
#include <vm.h>
|
||||
|
||||
static FRandom pr_lightning ("Lightning", false);
|
||||
static FRandom pr_lightning ("Lightning");
|
||||
|
||||
IMPLEMENT_CLASS(DLightningThinker, false, false)
|
||||
|
||||
|
|
|
|||
|
|
@ -43,10 +43,10 @@
|
|||
// State.
|
||||
#include "serializer.h"
|
||||
|
||||
static FRandom pr_flicker ("Flicker", true);
|
||||
static FRandom pr_lightflash ("LightFlash", true);
|
||||
static FRandom pr_strobeflash ("StrobeFlash", true);
|
||||
static FRandom pr_fireflicker ("FireFlicker", true);
|
||||
static FCRandom pr_flicker ("Flicker");
|
||||
static FCRandom pr_lightflash ("LightFlash");
|
||||
static FCRandom pr_strobeflash ("StrobeFlash");
|
||||
static FCRandom pr_fireflicker ("FireFlicker");
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
|
|
|||
|
|
@ -37,7 +37,7 @@
|
|||
#include "p_spec.h"
|
||||
#include "g_levellocals.h"
|
||||
|
||||
static FRandom pr_doplat ("DoPlat", false);
|
||||
static FRandom pr_doplat ("DoPlat");
|
||||
|
||||
IMPLEMENT_CLASS(DPlat, false, false)
|
||||
|
||||
|
|
|
|||
|
|
@ -36,7 +36,7 @@
|
|||
#include "actorinlines.h"
|
||||
#include <p_maputl.h>
|
||||
|
||||
static FRandom pr_quake ("Quake", true);
|
||||
static FCRandom pr_quake ("Quake");
|
||||
|
||||
IMPLEMENT_CLASS(DEarthquake, false, true)
|
||||
|
||||
|
|
|
|||
|
|
@ -540,7 +540,7 @@
|
|||
|
||||
|
||||
|
||||
FRandom pr_acs ("ACS", false);
|
||||
FRandom pr_acs ("ACS");
|
||||
|
||||
// I imagine this much stack space is probably overkill, but it could
|
||||
// potentially get used with recursive functions.
|
||||
|
|
|
|||
|
|
@ -73,19 +73,19 @@
|
|||
#include "shadowinlines.h"
|
||||
#include "i_time.h"
|
||||
|
||||
static FRandom pr_camissile ("CustomActorfire", false);
|
||||
static FRandom pr_cabullet ("CustomBullet", false);
|
||||
static FRandom pr_cwjump ("CustomWpJump", false);
|
||||
static FRandom pr_cwpunch ("CustomWpPunch", false);
|
||||
static FRandom pr_grenade ("ThrowGrenade", false);
|
||||
FRandom pr_crailgun ("CustomRailgun", false);
|
||||
static FRandom pr_spawndebris ("SpawnDebris", false);
|
||||
static FRandom pr_spawnitemex ("SpawnItemEx", false);
|
||||
static FRandom pr_burst ("Burst", false);
|
||||
static FRandom pr_monsterrefire ("MonsterRefire", false);
|
||||
static FRandom pr_teleport("A_Teleport", false);
|
||||
static FRandom pr_bfgselfdamage("BFGSelfDamage", false);
|
||||
FRandom pr_cajump("CustomJump", false);
|
||||
static FRandom pr_camissile ("CustomActorfire");
|
||||
static FRandom pr_cabullet ("CustomBullet");
|
||||
static FRandom pr_cwjump ("CustomWpJump");
|
||||
static FRandom pr_cwpunch ("CustomWpPunch");
|
||||
static FRandom pr_grenade ("ThrowGrenade");
|
||||
FRandom pr_crailgun ("CustomRailgun");
|
||||
static FRandom pr_spawndebris ("SpawnDebris");
|
||||
static FRandom pr_spawnitemex ("SpawnItemEx");
|
||||
static FRandom pr_burst ("Burst");
|
||||
static FRandom pr_monsterrefire ("MonsterRefire");
|
||||
static FRandom pr_teleport("A_Teleport");
|
||||
static FRandom pr_bfgselfdamage("BFGSelfDamage");
|
||||
FRandom pr_cajump("CustomJump");
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
|
|
@ -746,7 +746,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_StopSoundEx)
|
|||
// Generic seeker missile function
|
||||
//
|
||||
//==========================================================================
|
||||
static FRandom pr_seekermissile ("SeekerMissile", false);
|
||||
static FRandom pr_seekermissile ("SeekerMissile");
|
||||
enum
|
||||
{
|
||||
SMF_LOOK = 1,
|
||||
|
|
|
|||
|
|
@ -65,7 +65,7 @@ CVAR (Int, r_rail_trailsparsity, 1, CVAR_ARCHIVE);
|
|||
CVAR (Bool, r_particles, true, 0);
|
||||
EXTERN_CVAR(Int, r_maxparticles);
|
||||
|
||||
FRandom pr_railtrail("RailTrail", true);
|
||||
FCRandom pr_railtrail("RailTrail");
|
||||
|
||||
#define FADEFROMTTL(a) (1.f/(a))
|
||||
|
||||
|
|
|
|||
|
|
@ -54,26 +54,26 @@
|
|||
|
||||
#include "gi.h"
|
||||
|
||||
static FRandom pr_checkmissilerange ("CheckMissileRange", false);
|
||||
static FRandom pr_opendoor ("OpenDoor", false);
|
||||
static FRandom pr_trywalk ("TryWalk", false);
|
||||
static FRandom pr_newchasedir ("NewChaseDir", false);
|
||||
static FRandom pr_lookformonsters ("LookForMonsters", false);
|
||||
static FRandom pr_lookforplayers ("LookForPlayers", false);
|
||||
static FRandom pr_scaredycat ("Anubis", false);
|
||||
FRandom pr_chase ("Chase", false);
|
||||
FRandom pr_facetarget ("FaceTarget", false);
|
||||
FRandom pr_railface ("RailFace", false);
|
||||
static FRandom pr_look2 ("LookyLooky", false);
|
||||
static FRandom pr_look3 ("IGotHooky", false);
|
||||
static FRandom pr_slook ("SlooK", false);
|
||||
static FRandom pr_dropoff ("Dropoff", false);
|
||||
static FRandom pr_defect ("Defect", false);
|
||||
static FRandom pr_avoidcrush("AvoidCrush", false);
|
||||
static FRandom pr_stayonlift("StayOnLift", false);
|
||||
static FRandom pr_checkmissilerange ("CheckMissileRange");
|
||||
static FRandom pr_opendoor ("OpenDoor");
|
||||
static FRandom pr_trywalk ("TryWalk");
|
||||
static FRandom pr_newchasedir ("NewChaseDir");
|
||||
static FRandom pr_lookformonsters ("LookForMonsters");
|
||||
static FRandom pr_lookforplayers ("LookForPlayers");
|
||||
static FRandom pr_scaredycat ("Anubis");
|
||||
FRandom pr_chase ("Chase");
|
||||
FRandom pr_facetarget ("FaceTarget");
|
||||
FRandom pr_railface ("RailFace");
|
||||
static FRandom pr_look2 ("LookyLooky");
|
||||
static FRandom pr_look3 ("IGotHooky");
|
||||
static FRandom pr_slook ("SlooK");
|
||||
static FRandom pr_dropoff ("Dropoff");
|
||||
static FRandom pr_defect ("Defect");
|
||||
static FRandom pr_avoidcrush("AvoidCrush");
|
||||
static FRandom pr_stayonlift("StayOnLift");
|
||||
|
||||
static FRandom pr_skiptarget("SkipTarget", false);
|
||||
static FRandom pr_enemystrafe("EnemyStrafe", false);
|
||||
static FRandom pr_skiptarget("SkipTarget");
|
||||
static FRandom pr_enemystrafe("EnemyStrafe");
|
||||
|
||||
// movement interpolation is fine for objects that are moved by their own
|
||||
// velocity. But for monsters it is problematic.
|
||||
|
|
|
|||
|
|
@ -63,12 +63,12 @@
|
|||
#include "actorinlines.h"
|
||||
#include "d_main.h"
|
||||
|
||||
static FRandom pr_botrespawn ("BotRespawn", false);
|
||||
static FRandom pr_killmobj ("ActorDie", false);
|
||||
FRandom pr_damagemobj ("ActorTakeDamage", false);
|
||||
static FRandom pr_lightning ("LightningDamage", false);
|
||||
static FRandom pr_poison ("PoisonDamage", false);
|
||||
static FRandom pr_switcher ("SwitchTarget", false);
|
||||
static FRandom pr_botrespawn ("BotRespawn");
|
||||
static FRandom pr_killmobj ("ActorDie");
|
||||
FRandom pr_damagemobj ("ActorTakeDamage");
|
||||
static FRandom pr_lightning ("LightningDamage");
|
||||
static FRandom pr_poison ("PoisonDamage");
|
||||
static FRandom pr_switcher ("SwitchTarget");
|
||||
|
||||
CVAR (Bool, cl_showsprees, true, CVAR_ARCHIVE)
|
||||
CVAR (Bool, cl_showmultikills, true, CVAR_ARCHIVE)
|
||||
|
|
|
|||
|
|
@ -95,7 +95,7 @@ static DCeiling::ECrushMode CRUSHTYPE(int a, bool withslowdown)
|
|||
return withslowdown? DCeiling::ECrushMode::crushSlowdown : DCeiling::ECrushMode::crushDoom;
|
||||
}
|
||||
|
||||
static FRandom pr_glass ("GlassBreak", false);
|
||||
static FRandom pr_glass ("GlassBreak");
|
||||
|
||||
// There are aliases for the ACS specials that take names instead of numbers.
|
||||
// This table maps them onto the real number-based specials.
|
||||
|
|
|
|||
|
|
@ -103,10 +103,10 @@ static void CheckForPushSpecial(line_t *line, int side, AActor *mobj, DVector2 *
|
|||
static void SpawnShootDecal(AActor *t1, AActor *defaults, const FTraceResults &trace);
|
||||
static void SpawnDeepSplash(AActor *t1, const FTraceResults &trace, AActor *puff);
|
||||
|
||||
static FRandom pr_tracebleed("TraceBleed", false);
|
||||
static FRandom pr_checkthing("CheckThing", false);
|
||||
static FRandom pr_lineattack("LineAttack", false);
|
||||
static FRandom pr_crunch("DoCrunch", false);
|
||||
static FRandom pr_tracebleed("TraceBleed");
|
||||
static FRandom pr_checkthing("CheckThing");
|
||||
static FRandom pr_lineattack("LineAttack");
|
||||
static FRandom pr_crunch("DoCrunch");
|
||||
|
||||
// keep track of special lines as they are hit,
|
||||
// but don't process them until the move is proven valid
|
||||
|
|
|
|||
|
|
@ -122,29 +122,29 @@ EXTERN_CVAR (Int, cl_rockettrails)
|
|||
|
||||
// PRIVATE DATA DEFINITIONS ------------------------------------------------
|
||||
|
||||
static FRandom pr_explodemissile ("ExplodeMissile", false);
|
||||
static FRandom pr_reflect ("Reflect", false);
|
||||
static FRandom pr_nightmarerespawn ("NightmareRespawn", false);
|
||||
static FRandom pr_botspawnmobj ("BotSpawnActor", false);
|
||||
static FRandom pr_spawnmapthing ("SpawnMapThing", false);
|
||||
static FRandom pr_spawnpuff ("SpawnPuff", false);
|
||||
static FRandom pr_spawnblood ("SpawnBlood", false);
|
||||
static FRandom pr_splatter ("BloodSplatter", false);
|
||||
static FRandom pr_takedamage ("TakeDamage", false);
|
||||
static FRandom pr_splat ("FAxeSplatter", false);
|
||||
static FRandom pr_ripperblood ("RipperBlood", false);
|
||||
static FRandom pr_chunk ("Chunk", false);
|
||||
static FRandom pr_checkmissilespawn ("CheckMissileSpawn", false);
|
||||
static FRandom pr_missiledamage ("MissileDamage", false);
|
||||
static FRandom pr_multiclasschoice ("MultiClassChoice", false);
|
||||
static FRandom pr_rockettrail("RocketTrail", false);
|
||||
static FRandom pr_uniquetid("UniqueTID", false);
|
||||
static FRandom pr_explodemissile ("ExplodeMissile");
|
||||
static FRandom pr_reflect ("Reflect");
|
||||
static FRandom pr_nightmarerespawn ("NightmareRespawn");
|
||||
static FRandom pr_botspawnmobj ("BotSpawnActor");
|
||||
static FRandom pr_spawnmapthing ("SpawnMapThing");
|
||||
static FRandom pr_spawnpuff ("SpawnPuff");
|
||||
static FRandom pr_spawnblood ("SpawnBlood");
|
||||
static FRandom pr_splatter ("BloodSplatter");
|
||||
static FRandom pr_takedamage ("TakeDamage");
|
||||
static FRandom pr_splat ("FAxeSplatter");
|
||||
static FRandom pr_ripperblood ("RipperBlood");
|
||||
static FRandom pr_chunk ("Chunk");
|
||||
static FRandom pr_checkmissilespawn ("CheckMissileSpawn");
|
||||
static FRandom pr_missiledamage ("MissileDamage");
|
||||
static FRandom pr_multiclasschoice ("MultiClassChoice");
|
||||
static FRandom pr_rockettrail("RocketTrail");
|
||||
static FRandom pr_uniquetid("UniqueTID");
|
||||
|
||||
// PUBLIC DATA DEFINITIONS -------------------------------------------------
|
||||
|
||||
FRandom pr_spawnmobj ("SpawnActor", false);
|
||||
FRandom pr_bounce("Bounce", false);
|
||||
FRandom pr_spawnmissile("SpawnMissile", false);
|
||||
FRandom pr_spawnmobj ("SpawnActor");
|
||||
FRandom pr_bounce("Bounce");
|
||||
FRandom pr_spawnmissile("SpawnMissile");
|
||||
|
||||
CUSTOM_CVAR (Float, sv_gravity, 800.f, CVAR_SERVERINFO|CVAR_NOSAVE|CVAR_NOINITCALL)
|
||||
{
|
||||
|
|
@ -7956,7 +7956,7 @@ void AActor::SetTranslation(FName trname)
|
|||
// PROP A_RestoreSpecialPosition
|
||||
//
|
||||
//---------------------------------------------------------------------------
|
||||
static FRandom pr_restore("RestorePos", false);
|
||||
static FRandom pr_restore("RestorePos");
|
||||
|
||||
void AActor::RestoreSpecialPosition()
|
||||
{
|
||||
|
|
|
|||
|
|
@ -37,8 +37,8 @@
|
|||
#include "g_levellocals.h"
|
||||
#include "actorinlines.h"
|
||||
|
||||
static FRandom pr_botchecksight ("BotCheckSight", false);
|
||||
static FRandom pr_checksight ("CheckSight", false);
|
||||
static FRandom pr_botchecksight ("BotCheckSight");
|
||||
static FRandom pr_checksight ("CheckSight");
|
||||
|
||||
/*
|
||||
==============================================================================
|
||||
|
|
|
|||
|
|
@ -100,7 +100,7 @@
|
|||
#include "c_console.h"
|
||||
#include "p_spec_thinkers.h"
|
||||
|
||||
static FRandom pr_actorinspecialsector ("ActorInSpecialSector", false);
|
||||
static FRandom pr_actorinspecialsector ("ActorInSpecialSector");
|
||||
|
||||
EXTERN_CVAR(Bool, cl_predict_specials)
|
||||
EXTERN_CVAR(Bool, forcewater)
|
||||
|
|
|
|||
|
|
@ -49,7 +49,7 @@
|
|||
#include "actorinlines.h"
|
||||
#include "animations.h"
|
||||
|
||||
static FRandom pr_switchanim ("AnimSwitch", true);
|
||||
static FCRandom pr_switchanim ("AnimSwitch");
|
||||
|
||||
class DActiveButton : public DThinker
|
||||
{
|
||||
|
|
|
|||
|
|
@ -36,8 +36,8 @@
|
|||
|
||||
#define FUDGEFACTOR 10
|
||||
|
||||
static FRandom pr_teleport ("Teleport", false);
|
||||
static FRandom pr_playerteleport("PlayerTeleport", false);
|
||||
static FRandom pr_teleport ("Teleport");
|
||||
static FRandom pr_playerteleport("PlayerTeleport");
|
||||
|
||||
CVAR (Bool, telezoom, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG);
|
||||
|
||||
|
|
|
|||
|
|
@ -47,7 +47,7 @@
|
|||
#include "actorinlines.h"
|
||||
#include "vm.h"
|
||||
|
||||
static FRandom pr_leadtarget ("LeadTarget", false);
|
||||
static FRandom pr_leadtarget ("LeadTarget");
|
||||
|
||||
bool FLevelLocals::EV_Thing_Spawn (int tid, AActor *source, int type, DAngle angle, bool fog, int newtid)
|
||||
{
|
||||
|
|
|
|||
|
|
@ -95,7 +95,7 @@
|
|||
#include "s_music.h"
|
||||
#include "d_main.h"
|
||||
|
||||
static FRandom pr_skullpop ("SkullPop", false);
|
||||
static FRandom pr_skullpop ("SkullPop");
|
||||
|
||||
// [SP] Allows respawn in single player
|
||||
CVAR(Bool, sv_singleplayerrespawn, false, CVAR_SERVERINFO | CVAR_CHEAT)
|
||||
|
|
|
|||
|
|
@ -17,7 +17,7 @@ extern FRandom pr_spawnmissile;
|
|||
extern FRandom pr_facetarget;
|
||||
extern FRandom pr_railface;
|
||||
extern FRandom pr_crailgun;
|
||||
inline FRandom pr_shadowaimz("VerticalShadowAim", false);
|
||||
inline FRandom pr_shadowaimz("VerticalShadowAim");
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue