mirror of
https://github.com/Pinsplash/halflife2chaos.git
synced 2024-10-29 23:32:38 +01:00
removed random-> from RNG calls because it's literally pointless
This commit is contained in:
parent
a239c26446
commit
6d2b499bbc
@ -179,7 +179,7 @@ CON_COMMAND(logex, "logic explosion")
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void RandomizeReadiness(CBaseEntity *pNPC)
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{
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variant_t emptyVariant;
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float nRandom = random->RandomInt(0, 3);
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float nRandom = RandomInt(0, 3);
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if (nRandom == 0)
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pNPC->AcceptInput("SetReadinessLow", pNPC, pNPC, emptyVariant, 0);
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if (nRandom == 1)
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@ -3639,7 +3639,7 @@ bool CHL2_Player::ShouldShootMissTarget( CBaseCombatCharacter *pAttacker )
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if( gpGlobals->curtime > m_flTargetFindTime )
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{
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//Put this off into the future again.
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m_flTargetFindTime = gpGlobals->curtime + random->RandomFloat( 3, 5 );
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m_flTargetFindTime = gpGlobals->curtime + RandomFloat( 3, 5 );
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return true;
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}
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@ -4972,12 +4972,12 @@ void CHL2_Player::Splash( void )
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float flSpeed = GetAbsVelocity().Length();
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if ( flSpeed < 300 )
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{
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data.m_flScale = random->RandomFloat( 10, 12 );
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data.m_flScale = RandomFloat( 10, 12 );
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DispatchEffect( "waterripple", data );
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}
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else
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{
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data.m_flScale = random->RandomFloat( 6, 8 );
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data.m_flScale = RandomFloat( 6, 8 );
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DispatchEffect( "watersplash", data );
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}
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}
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@ -5498,7 +5498,7 @@ int CHL2_Player::PickEffect(int iWeightSum, bool bTest, int iControl)
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}
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//pick effect
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nRandom = bTest ? iControl : random->RandomInt(0, iWeightSum);
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nRandom = bTest ? iControl : RandomInt(0, iWeightSum);
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int nRememberRandom = nRandom;
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if (chaos_print_rng.GetBool()) Warning("nRandom is %i (%i - %i)\n", nRandom, 0, iWeightSum);
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//weights
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@ -6270,7 +6270,7 @@ void CChaosEffect::RandomTeleport(bool bPlayerOnly)
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CBasePlayer* pPlayer = UTIL_GetLocalPlayer();
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//We could use a more advanced method in the future to allow teleporting to even more places than this allows, but for now, this is good enough
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//teleport to a random node
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int nRandom = chaos_rng1.GetInt() == -1 ? random->RandomInt(0, g_pBigAINet->NumNodes() - 1) : chaos_rng1.GetInt();
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int nRandom = chaos_rng1.GetInt() == -1 ? RandomInt(0, g_pBigAINet->NumNodes() - 1) : chaos_rng1.GetInt();
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CAI_Node *pNode = g_pBigAINet->GetNode(nRandom);
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if ( !pNode )
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return; // Some maps may be lacking node graphs
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@ -6670,7 +6670,7 @@ CAI_BaseNPC *CChaosEffect::ChaosSpawnNPC(const char *className, string_t strActu
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{
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if (!Q_strcmp(modDir, "ep2chaos"))
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{
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if (random->RandomInt(0, 1) == 1)//cave variant
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if (RandomInt(0, 1) == 1)//cave variant
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pNPC->AddSpawnFlags(262144);
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}
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pNPC->KeyValue("startburrowed", "0");
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@ -6679,7 +6679,7 @@ CAI_BaseNPC *CChaosEffect::ChaosSpawnNPC(const char *className, string_t strActu
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{
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if (!Q_strcmp(modDir, "ep2chaos"))
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{
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if (random->RandomInt(0, 1) == 1)//cave variant
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if (RandomInt(0, 1) == 1)//cave variant
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{
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pNPC->KeyValue("cavernbreed", "1");
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pNPC->KeyValue("incavern", "1");
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@ -6693,11 +6693,11 @@ CAI_BaseNPC *CChaosEffect::ChaosSpawnNPC(const char *className, string_t strActu
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{
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pNPC->AddSpawnFlags(65536);//follow player
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pNPC->AddSpawnFlags(262144);//random head
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if (random->RandomInt(0, 1) == 1)//medic
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if (RandomInt(0, 1) == 1)//medic
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pNPC->AddSpawnFlags(131072);
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if (random->RandomInt(0, 1) == 1)//ammo resupplier
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if (RandomInt(0, 1) == 1)//ammo resupplier
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{
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float nRandom = random->RandomInt(0, 10);
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float nRandom = RandomInt(0, 10);
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if (nRandom == 0) pNPC->KeyValue("ammosupply", "AR2");
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if (nRandom == 1) pNPC->KeyValue("ammosupply", "Pistol");
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if (nRandom == 2) pNPC->KeyValue("ammosupply", "SMG1");
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@ -6712,7 +6712,7 @@ CAI_BaseNPC *CChaosEffect::ChaosSpawnNPC(const char *className, string_t strActu
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pNPC->AddSpawnFlags(524288);
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pNPC->KeyValue("ammoamount", "100");
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}
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int nRandom = random->RandomInt(0, 6);//weapon
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int nRandom = RandomInt(0, 6);//weapon
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if (nRandom == 0) pNPC->KeyValue("additionalequipment", "weapon_ar2");
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if (nRandom == 1) pNPC->KeyValue("additionalequipment", "weapon_citizenpackage");
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if (nRandom == 2) pNPC->KeyValue("additionalequipment", "weapon_citizensuitcase");
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@ -6721,7 +6721,7 @@ CAI_BaseNPC *CChaosEffect::ChaosSpawnNPC(const char *className, string_t strActu
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if (nRandom == 5) pNPC->KeyValue("additionalequipment", "weapon_shotgun");
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if (nRandom == 6) pNPC->KeyValue("additionalequipment", "weapon_smg1");
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nRandom = random->RandomInt(0, 3);//clothing
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nRandom = RandomInt(0, 3);//clothing
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if (nRandom == 0) pNPC->KeyValue("citizentype", "0");
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if (nRandom == 1) pNPC->KeyValue("citizentype", "1");
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if (nRandom == 2) pNPC->KeyValue("citizentype", "2");
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@ -6732,19 +6732,19 @@ CAI_BaseNPC *CChaosEffect::ChaosSpawnNPC(const char *className, string_t strActu
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if (FStrEq(className, "npc_combine_s"))
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{
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pNPC->KeyValue("NumGrenades", "100");
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int nRandom = random->RandomInt(0, 2);//model/elite status
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int nRandom = RandomInt(0, 2);//model/elite status
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if (nRandom == 0) pNPC->KeyValue("model", "models/combine_soldier.mdl");
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if (nRandom == 1) pNPC->KeyValue("model", "models/combine_super_soldier.mdl");
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if (nRandom == 2) pNPC->KeyValue("model", "models/combine_soldier_prisonguard.mdl");
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nRandom = random->RandomInt(0, 2);//weapon
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nRandom = RandomInt(0, 2);//weapon
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if (nRandom == 0) pNPC->KeyValue("additionalequipment", "weapon_ar2");
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if (nRandom == 1) pNPC->KeyValue("additionalequipment", "weapon_shotgun");
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if (nRandom == 2) pNPC->KeyValue("additionalequipment", "weapon_smg1");
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}
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if (FStrEq(className, "npc_combinedropship"))
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{
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int nRandom = 1;// random->RandomInt(-3, 1);//cargo type. avoid 0 cause that does nothing
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int nRandom = 1;// RandomInt(-3, 1);//cargo type. avoid 0 cause that does nothing
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Msg("crate type %i\n", nRandom);
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if (nRandom == -3) pNPC->KeyValue("CrateType", "-3");//jeep
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if (nRandom == -2)//apc
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@ -6775,7 +6775,7 @@ CAI_BaseNPC *CChaosEffect::ChaosSpawnNPC(const char *className, string_t strActu
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pNPC->KeyValue("LandTarget", "dropship_target");
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variant_t variant;
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variant.SetInt(6);
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if (random->RandomInt(0, 1))
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if (RandomInt(0, 1))
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g_EventQueue.AddEvent("combinedropship", "LandLeaveCrate", variant, 1, pNPC, pNPC);
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else
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g_EventQueue.AddEvent("combinedropship", "LandTakeCrate", variant, 1, pNPC, pNPC);
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@ -6785,14 +6785,14 @@ CAI_BaseNPC *CChaosEffect::ChaosSpawnNPC(const char *className, string_t strActu
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{
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pNPC->KeyValue("manhacks", "100");
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int nRandom = random->RandomInt(0, 2);//weapon
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int nRandom = RandomInt(0, 2);//weapon
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if (nRandom == 0) pNPC->KeyValue("additionalequipment", "weapon_smg1");
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if (nRandom == 1) pNPC->KeyValue("additionalequipment", "weapon_pistol");
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if (nRandom == 2) pNPC->KeyValue("additionalequipment", "weapon_stunstick");
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}
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if (FStrEq(className, "npc_stalker"))
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{
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int nRandom = random->RandomInt(0, 2);
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int nRandom = RandomInt(0, 2);
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if (nRandom == 0) pNPC->KeyValue("BeamPower", "0");
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if (nRandom == 1) pNPC->KeyValue("BeamPower", "1");
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if (nRandom == 2) pNPC->KeyValue("BeamPower", "2");
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@ -6982,7 +6982,7 @@ void CERandomWeaponGive::StartEffect()
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//TODO: harpoon, stunstick, alyxgun, annabelle, citizenpackage, citizensuitcase, cubemap
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for (int iWeaponAttempts = 0; iWeaponAttempts <= 30; iWeaponAttempts++)
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{
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nRandom = chaos_rng1.GetInt() == -1 ? random->RandomInt(0, 11) : chaos_rng1.GetInt();
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nRandom = chaos_rng1.GetInt() == -1 ? RandomInt(0, 11) : chaos_rng1.GetInt();
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if (nRandom == 0) if (ChaosSpawnWeapon("weapon_crowbar", MAKE_STRING("Give Crowbar"))) return;
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if (nRandom == 1) if (ChaosSpawnWeapon("weapon_physcannon", MAKE_STRING("Give Gravity Gun"))) return;
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if (nRandom == 2) if (ChaosSpawnWeapon("weapon_pistol", MAKE_STRING("Give Pistol"), 255, "Pistol")) return;
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@ -7012,15 +7012,15 @@ void CERandomVehicle::StartEffect()
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if (UTIL_GetModDir(modDir, sizeof(modDir)) == false)
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return;
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if (!Q_strcmp(modDir, "ep2chaos"))
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nRandom = chaos_rng1.GetInt() == -1 ? random->RandomInt(0, 5) : chaos_rng1.GetInt();
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nRandom = chaos_rng1.GetInt() == -1 ? RandomInt(0, 5) : chaos_rng1.GetInt();
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else
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nRandom = chaos_rng1.GetInt() == -1 ? random->RandomInt(0, 4) : chaos_rng1.GetInt();
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nRandom = chaos_rng1.GetInt() == -1 ? RandomInt(0, 4) : chaos_rng1.GetInt();
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//TODO: If there are two jalopies on the map, the radar stops working for them both? speculative fix
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if (nRandom == 5)
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{
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if (gEntList.FindEntityByClassname(NULL, "prop_vehicle_jeep"))//avoid radar issues that come up when there is more than one jalopy in the map at a time
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{
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nRandom = chaos_rng1.GetInt() == -1 ? random->RandomInt(0, 4) : chaos_rng1.GetInt();
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nRandom = chaos_rng1.GetInt() == -1 ? RandomInt(0, 4) : chaos_rng1.GetInt();
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}
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else
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{
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@ -7042,7 +7042,7 @@ void CERandomVehicle::StartEffect()
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CBaseEntity *pRemover = gEntList.FindEntityByClassname(NULL, "trigger_physics_trap");//avoid dissolver triggers, easy crash
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if (pRemover)
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{
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nRandom = chaos_rng1.GetInt() == -1 ? random->RandomInt(0, 3) : chaos_rng1.GetInt();
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nRandom = chaos_rng1.GetInt() == -1 ? RandomInt(0, 3) : chaos_rng1.GetInt();
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}
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else
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{
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@ -7158,11 +7158,11 @@ void CERandomNPC::StartEffect()
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if (UTIL_GetModDir(modDir, sizeof(modDir)) == false)
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return;
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if (!Q_strcmp(modDir, "ep2chaos"))
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nRandom = chaos_rng1.GetInt() == -1 ? random->RandomInt(0, 46) : chaos_rng1.GetInt();
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nRandom = chaos_rng1.GetInt() == -1 ? RandomInt(0, 46) : chaos_rng1.GetInt();
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else if (!Q_strcmp(modDir, "ep1chaos"))
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nRandom = chaos_rng1.GetInt() == -1 ? random->RandomInt(0, 41) : chaos_rng1.GetInt();
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nRandom = chaos_rng1.GetInt() == -1 ? RandomInt(0, 41) : chaos_rng1.GetInt();
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else
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nRandom = chaos_rng1.GetInt() == -1 ? random->RandomInt(0, 40) : chaos_rng1.GetInt();
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nRandom = chaos_rng1.GetInt() == -1 ? RandomInt(0, 40) : chaos_rng1.GetInt();
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if (nRandom == 0)
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{
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m_iSavedChaosID = ChaosSpawnNPC("npc_alyx", MAKE_STRING("Spawn Alyx"), SPAWNTYPE_EYELEVEL_REGULAR, "models/alyx.mdl", "alyx", "weapon_alyxgun", CSF_SQUAD)->m_iChaosID;
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@ -7513,17 +7513,17 @@ void CEColors::StartEffect()
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{
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//change fog!
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variant_t colorVariant;
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colorVariant.SetColor32(random->RandomInt(0, 255), random->RandomInt(0, 255), random->RandomInt(0, 255), pEnt->GetRenderColor().a);
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colorVariant.SetColor32(RandomInt(0, 255), RandomInt(0, 255), RandomInt(0, 255), pEnt->GetRenderColor().a);
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pEnt->AcceptInput("SetColor", pEnt, pEnt, colorVariant, 0);
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colorVariant.SetColor32(random->RandomInt(0, 255), random->RandomInt(0, 255), random->RandomInt(0, 255), pEnt->GetRenderColor().a);
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colorVariant.SetColor32(RandomInt(0, 255), RandomInt(0, 255), RandomInt(0, 255), pEnt->GetRenderColor().a);
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pEnt->AcceptInput("SetColorSecondary", pEnt, pEnt, colorVariant, 0);
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}
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//doing it the input way allows us to hit beams and other things that have their own coloring process
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char szcolor[2048];
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variant_t colorVariant;
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int r = random->RandomInt(0, 255);
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int g = random->RandomInt(0, 255);
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int b = random->RandomInt(0, 255);
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int r = RandomInt(0, 255);
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int g = RandomInt(0, 255);
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int b = RandomInt(0, 255);
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Q_snprintf(szcolor, sizeof(szcolor), "%i %i %i", r, g, b);
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Msg("%s\n", szcolor);
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colorVariant.SetString(MAKE_STRING(szcolor));
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@ -7542,9 +7542,9 @@ void CEColors::MaintainEffect()
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//doing it the input way allows us to hit beams and other things that have their own coloring process
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char szcolor[2048];
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variant_t colorVariant;
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int r = random->RandomInt(0, 255);
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int g = random->RandomInt(0, 255);
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int b = random->RandomInt(0, 255);
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int r = RandomInt(0, 255);
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int g = RandomInt(0, 255);
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int b = RandomInt(0, 255);
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Q_snprintf(szcolor, sizeof(szcolor), "%i %i %i", r, g, b);
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colorVariant.SetString(MAKE_STRING(szcolor));
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pEnt->AcceptInput("Color", UTIL_GetLocalPlayer(), UTIL_GetLocalPlayer(), colorVariant, 0);
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@ -7715,13 +7715,13 @@ void CEZombieSpam::MaintainEffect()
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while (true)
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{
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//find a random hidden node
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CAI_Node *pNode = g_pBigAINet->GetNode(random->RandomInt(0, g_pBigAINet->NumNodes() - 1));
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CAI_Node *pNode = g_pBigAINet->GetNode(RandomInt(0, g_pBigAINet->NumNodes() - 1));
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trace_t tr;
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UTIL_TraceLine(UTIL_GetLocalPlayer()->GetAbsOrigin() + Vector(0, 0, 64), pNode->GetOrigin() + Vector(0, 0, 64), MASK_VISIBLE, UTIL_GetLocalPlayer(), COLLISION_GROUP_NONE, &tr);
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if (tr.DidHit())//can't see
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{
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if (chaos_rng1.GetInt() == -1)
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iZombieType = random->RandomInt(0, nRandMax);
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iZombieType = RandomInt(0, nRandMax);
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else
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iZombieType = chaos_rng1.GetInt() % nRandMax;
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@ -7744,7 +7744,7 @@ void CEZombieSpam::MaintainEffect()
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}
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void CEZombieSpam::StartEffect()
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{
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bNewWay = (chaos_rng1.GetInt() == -1 ? random->RandomInt(0, 1) : chaos_rng1.GetInt()) == 1;
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bNewWay = (chaos_rng1.GetInt() == -1 ? RandomInt(0, 1) : chaos_rng1.GetInt()) == 1;
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if (bNewWay)
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return;
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@ -7775,7 +7775,7 @@ void CEZombieSpam::StartEffect()
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if (chaos_rng1.GetInt() == -1)
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rng = chaos_rng1.GetInt();
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else
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rng = random->RandomInt(0, nRandMax);
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rng = RandomInt(0, nRandMax);
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iZombieType = (rng + result->ElementAtHead().nodeIndex) % (nRandMax + 1);
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if (iZombieType < 0 || iZombieType > nRandMax)//just incase?
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@ -7956,11 +7956,11 @@ void CERandomSong::StartEffect()
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if (UTIL_GetModDir(modDir, sizeof(modDir)) == false)
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return;
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if (!Q_strcmp(modDir, "ep2chaos"))
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nRandom = random->RandomInt(0, 71);
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nRandom = RandomInt(0, 71);
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else if (!Q_strcmp(modDir, "ep1chaos"))
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nRandom = random->RandomInt(0, 58);
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nRandom = RandomInt(0, 58);
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else
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nRandom = random->RandomInt(0, 47);
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nRandom = RandomInt(0, 47);
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Msg("Song number %i\n", nRandom);
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if (nRandom == 0)
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sSongName = "*#music/hl1_song10.mp3";
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@ -8213,9 +8213,9 @@ void CEMountedGun::StartEffect()
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if (UTIL_GetModDir(modDir, sizeof(modDir)) == false)
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return;
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if (!Q_strcmp(modDir, "ep2chaos"))
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nRandom = chaos_rng1.GetInt() == -1 ? random->RandomInt(0, 4) : chaos_rng1.GetInt();
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nRandom = chaos_rng1.GetInt() == -1 ? RandomInt(0, 4) : chaos_rng1.GetInt();
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else
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nRandom = chaos_rng1.GetInt() == -1 ? random->RandomInt(0, 3) : chaos_rng1.GetInt();
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nRandom = chaos_rng1.GetInt() == -1 ? RandomInt(0, 3) : chaos_rng1.GetInt();
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if (nRandom == 0)
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{
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pTank = CreateEntityByName("func_tank");
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@ -8830,7 +8830,7 @@ void CEWeaponsDrop::FastThink()
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Vector vecThrow;
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pPlayer->ThrowDirForWeaponStrip(pActiveWeapon, vecForward, &vecThrow);
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// Throw a little more vigorously; it starts closer to the player
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vecThrow *= random->RandomFloat(800.0f, 1000.0f);
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vecThrow *= RandomFloat(800.0f, 1000.0f);
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pPlayer->Weapon_Drop(pActiveWeapon, NULL, &vecThrow);
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pActiveWeapon->SetRemoveable(false);
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}
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