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

View file

@ -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.