- Added the frandom decorate function, which is exactly like random except

that it works with floating point instead of integers.


SVN r1797 (trunk)
This commit is contained in:
Randy Heit 2009-09-06 02:16:55 +00:00
commit e8d1416d81
7 changed files with 1059 additions and 947 deletions

View file

@ -1661,7 +1661,6 @@ ExpVal FxRandom::EvalExpression (AActor *self)
int minval = min->EvalExpression (self).GetInt();
int maxval = max->EvalExpression (self).GetInt();
if (maxval < minval)
{
swap (maxval, minval);
@ -1676,6 +1675,53 @@ ExpVal FxRandom::EvalExpression (AActor *self)
return val;
}
//==========================================================================
//
//
//
//==========================================================================
FxFRandom::FxFRandom(FRandom *r, FxExpression *mi, FxExpression *ma, const FScriptPosition &pos)
: FxRandom(r, NULL, NULL, pos)
{
if (mi != NULL && ma != NULL)
{
min = mi;
max = ma;
}
}
//==========================================================================
//
//
//
//==========================================================================
ExpVal FxFRandom::EvalExpression (AActor *self)
{
ExpVal val;
val.Type = VAL_Float;
int random = (*rng)(0x40000000);
double frandom = random / double(0x40000000);
if (min != NULL && max != NULL)
{
double minval = min->EvalExpression (self).GetFloat();
double maxval = max->EvalExpression (self).GetFloat();
if (maxval < minval)
{
swap (maxval, minval);
}
val.Float = frandom * (maxval - minval) + minval;
}
else
{
val.Float = frandom;
}
return val;
}
//==========================================================================
//
//