removed random-> from RNG calls because it's literally pointless

This commit is contained in:
Pinsplash 2024-04-14 12:57:15 -05:00
parent a239c26446
commit 6d2b499bbc

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