Reworked FRandom constructors

Removes ambiguity while keeping old constructor syntax in check for better overall portability.
This commit is contained in:
Boondorl 2024-11-06 22:41:26 -05:00 committed by Ricardo Luís Vaz Silva
commit 3ea5be1ea7
42 changed files with 130 additions and 119 deletions

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@ -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;

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@ -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)

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@ -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.

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@ -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;

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@ -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];

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@ -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.

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@ -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

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@ -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)

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@ -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");
//-----------------------------------------------------------------------------

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@ -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)

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@ -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)

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@ -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.

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@ -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,

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@ -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))

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@ -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.

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@ -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)

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@ -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.

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@ -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

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@ -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()
{

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@ -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");
/*
==============================================================================

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@ -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)

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@ -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
{

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@ -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);

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@ -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)
{

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@ -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)

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@ -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");
//==========================================================================
//