Added CRandom functions
Unique RNG namespace for client-side effects and HUDs. Identifiers for these cannot clash with identifiers that affect the playsim making them completely safe to use in HUD elements. They also won't be saved.
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47 changed files with 214 additions and 155 deletions
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@ -103,10 +103,10 @@ static void CheckForPushSpecial(line_t *line, int side, AActor *mobj, DVector2 *
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static void SpawnShootDecal(AActor *t1, AActor *defaults, const FTraceResults &trace);
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static void SpawnDeepSplash(AActor *t1, const FTraceResults &trace, AActor *puff);
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static FRandom pr_tracebleed("TraceBleed");
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static FRandom pr_checkthing("CheckThing");
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static FRandom pr_lineattack("LineAttack");
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static FRandom pr_crunch("DoCrunch");
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static FRandom pr_tracebleed("TraceBleed", false);
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static FRandom pr_checkthing("CheckThing", false);
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static FRandom pr_lineattack("LineAttack", false);
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static FRandom pr_crunch("DoCrunch", false);
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// keep track of special lines as they are hit,
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// but don't process them until the move is proven valid
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