- keep evaluation order of Random() calls defined.
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7ea3e49332
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15 changed files with 77 additions and 83 deletions
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@ -3297,10 +3297,9 @@ void AActor::Tick ()
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{
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smokecounter = 0;
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angle_t moveangle = R_PointToAngle2(0,0,velx,vely);
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AActor * th = Spawn("GrenadeSmokeTrail", Vec3Offset(
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- FixedMul (finecosine[(moveangle)>>ANGLETOFINESHIFT], radius*2) + (pr_rockettrail()<<10),
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- FixedMul (finesine[(moveangle)>>ANGLETOFINESHIFT], radius*2) + (pr_rockettrail()<<10),
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- (height>>3) * (velz>>16) + (2*height)/3), ALLOW_REPLACE);
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fixed_t xo = -FixedMul(finecosine[(moveangle) >> ANGLETOFINESHIFT], radius * 2) + (pr_rockettrail() << 10);
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fixed_t yo = -FixedMul(finesine[(moveangle) >> ANGLETOFINESHIFT], radius * 2) + (pr_rockettrail() << 10);
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AActor * th = Spawn("GrenadeSmokeTrail", Vec3Offset(xo, yo, - (height>>3) * (velz>>16) + (2*height)/3), ALLOW_REPLACE);
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if (th)
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{
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th->tics -= pr_rockettrail()&3;
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@ -5266,10 +5265,10 @@ void P_RipperBlood (AActor *mo, AActor *bleeder)
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PalEntry bloodcolor = bleeder->GetBloodColor();
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const PClass *bloodcls = bleeder->GetBloodType();
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fixedvec3 pos = mo->Vec3Offset(
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(pr_ripperblood.Random2 () << 12),
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(pr_ripperblood.Random2 () << 12),
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(pr_ripperblood.Random2 () << 12));
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fixed_t xo = (pr_ripperblood.Random2() << 12);
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fixed_t yo = (pr_ripperblood.Random2() << 12);
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fixed_t zo = (pr_ripperblood.Random2() << 12);
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fixedvec3 pos = mo->Vec3Offset(xo, yo, zo);
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int bloodtype = cl_bloodtype;
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