math: Rename frandom() to random_float() to match with random_int()

(cherry picked from commit 5e4c7b66c5)
This commit is contained in:
Alexander Akulich 2021-01-12 21:25:20 +03:00 committed by ChillerDragon
parent 3d3c190cd4
commit ed8955e60f
5 changed files with 34 additions and 34 deletions

View file

@ -38,7 +38,7 @@ constexpr inline T mix(const T a, const T b, TB amount)
return a + (b - a) * amount;
}
inline float frandom() { return rand() / (float)(RAND_MAX); }
inline float random_float() { return rand() / (float)(RAND_MAX); }
// float to fixed
constexpr inline int f2fx(float v) { return (int)(v * (float)(1 << 10)); }

View file

@ -42,7 +42,7 @@ void CDamageInd::Create(vec2 Pos, vec2 Dir)
i->m_Pos = Pos;
i->m_StartTime = LocalTime();
i->m_Dir = Dir * -1;
i->m_StartAngle = (((float)rand() / (float)RAND_MAX) - 1.0f) * 2.0f * pi;
i->m_StartAngle = (random_float() - 1.0f) * 2.0f * pi;
}
}

View file

@ -19,7 +19,7 @@
#include "effects.h"
inline vec2 RandomDir() { return normalize(vec2(frandom() - 0.5f, frandom() - 0.5f)); }
inline vec2 RandomDir() { return normalize(vec2(random_float() - 0.5f, random_float() - 0.5f)); }
CEffects::CEffects()
{
@ -37,7 +37,7 @@ void CEffects::AirJump(vec2 Pos)
p.m_LifeSpan = 0.5f;
p.m_StartSize = 48.0f;
p.m_EndSize = 0;
p.m_Rot = frandom() * pi * 2;
p.m_Rot = random_float() * pi * 2;
p.m_Rotspeed = pi * 2;
p.m_Gravity = 500;
p.m_Friction = 0.7f;
@ -69,12 +69,12 @@ void CEffects::PowerupShine(vec2 Pos, vec2 size)
CParticle p;
p.SetDefault();
p.m_Spr = SPRITE_PART_SLICE;
p.m_Pos = Pos + vec2((frandom() - 0.5f) * size.x, (frandom() - 0.5f) * size.y);
p.m_Pos = Pos + vec2((random_float() - 0.5f) * size.x, (random_float() - 0.5f) * size.y);
p.m_Vel = vec2(0, 0);
p.m_LifeSpan = 0.5f;
p.m_StartSize = 16.0f;
p.m_EndSize = 0;
p.m_Rot = frandom() * pi * 2;
p.m_Rot = random_float() * pi * 2;
p.m_Rotspeed = pi * 2;
p.m_Gravity = 500;
p.m_Friction = 0.9f;
@ -92,11 +92,11 @@ void CEffects::SmokeTrail(vec2 Pos, vec2 Vel, float Alpha, float TimePassed)
p.m_Spr = SPRITE_PART_SMOKE;
p.m_Pos = Pos;
p.m_Vel = Vel + RandomDir() * 50.0f;
p.m_LifeSpan = 0.5f + frandom() * 0.5f;
p.m_StartSize = 12.0f + frandom() * 8;
p.m_LifeSpan = 0.5f + random_float() * 0.5f;
p.m_StartSize = 12.0f + random_float() * 8;
p.m_EndSize = 0;
p.m_Friction = 0.7f;
p.m_Gravity = frandom() * -500.0f;
p.m_Gravity = random_float() * -500.0f;
p.m_Color.a *= Alpha;
m_pClient->m_Particles.Add(CParticles::GROUP_PROJECTILE_TRAIL, &p, TimePassed);
}
@ -111,11 +111,11 @@ void CEffects::SkidTrail(vec2 Pos, vec2 Vel)
p.m_Spr = SPRITE_PART_SMOKE;
p.m_Pos = Pos;
p.m_Vel = Vel + RandomDir() * 50.0f;
p.m_LifeSpan = 0.5f + frandom() * 0.5f;
p.m_StartSize = 24.0f + frandom() * 12;
p.m_LifeSpan = 0.5f + random_float() * 0.5f;
p.m_StartSize = 24.0f + random_float() * 12;
p.m_EndSize = 0;
p.m_Friction = 0.7f;
p.m_Gravity = frandom() * -500.0f;
p.m_Gravity = random_float() * -500.0f;
p.m_Color = ColorRGBA(0.75f, 0.75f, 0.75f, 1.0f);
m_pClient->m_Particles.Add(CParticles::GROUP_GENERAL, &p);
}
@ -129,7 +129,7 @@ void CEffects::BulletTrail(vec2 Pos, float Alpha, float TimePassed)
p.SetDefault();
p.m_Spr = SPRITE_PART_BALL;
p.m_Pos = Pos;
p.m_LifeSpan = 0.25f + frandom() * 0.25f;
p.m_LifeSpan = 0.25f + random_float() * 0.25f;
p.m_StartSize = 8.0f;
p.m_EndSize = 0;
p.m_Friction = 0.7f;
@ -145,13 +145,13 @@ void CEffects::PlayerSpawn(vec2 Pos)
p.SetDefault();
p.m_Spr = SPRITE_PART_SHELL;
p.m_Pos = Pos;
p.m_Vel = RandomDir() * (powf(frandom(), 3) * 600.0f);
p.m_LifeSpan = 0.3f + frandom() * 0.3f;
p.m_StartSize = 64.0f + frandom() * 32;
p.m_Vel = RandomDir() * (powf(random_float(), 3) * 600.0f);
p.m_LifeSpan = 0.3f + random_float() * 0.3f;
p.m_StartSize = 64.0f + random_float() * 32;
p.m_EndSize = 0;
p.m_Rot = frandom() * pi * 2;
p.m_Rotspeed = frandom();
p.m_Gravity = frandom() * -400.0f;
p.m_Rot = random_float() * pi * 2;
p.m_Rotspeed = random_float();
p.m_Gravity = random_float() * -400.0f;
p.m_Friction = 0.7f;
p.m_Color = ColorRGBA(0xb5 / 255.0f, 0x50 / 255.0f, 0xcb / 255.0f, 1.0f);
m_pClient->m_Particles.Add(CParticles::GROUP_GENERAL, &p);
@ -180,15 +180,15 @@ void CEffects::PlayerDeath(vec2 Pos, int ClientID)
p.SetDefault();
p.m_Spr = SPRITE_PART_SPLAT01 + (rand() % 3);
p.m_Pos = Pos;
p.m_Vel = RandomDir() * ((frandom() + 0.1f) * 900.0f);
p.m_LifeSpan = 0.3f + frandom() * 0.3f;
p.m_StartSize = 24.0f + frandom() * 16;
p.m_Vel = RandomDir() * ((random_float() + 0.1f) * 900.0f);
p.m_LifeSpan = 0.3f + random_float() * 0.3f;
p.m_StartSize = 24.0f + random_float() * 16;
p.m_EndSize = 0;
p.m_Rot = frandom() * pi * 2;
p.m_Rotspeed = (frandom() - 0.5f) * pi;
p.m_Rot = random_float() * pi * 2;
p.m_Rotspeed = (random_float() - 0.5f) * pi;
p.m_Gravity = 800.0f;
p.m_Friction = 0.8f;
ColorRGBA c = BloodColor.v4() * (0.75f + frandom() * 0.25f);
ColorRGBA c = BloodColor.v4() * (0.75f + random_float() * 0.25f);
p.m_Color = ColorRGBA(c.r, c.g, c.b, 0.75f);
m_pClient->m_Particles.Add(CParticles::GROUP_GENERAL, &p);
}
@ -215,7 +215,7 @@ void CEffects::Explosion(vec2 Pos)
p.m_LifeSpan = 0.4f;
p.m_StartSize = 150.0f;
p.m_EndSize = 0;
p.m_Rot = frandom() * pi * 2;
p.m_Rot = random_float() * pi * 2;
m_pClient->m_Particles.Add(CParticles::GROUP_EXPLOSIONS, &p);
// add the smoke
@ -225,13 +225,13 @@ void CEffects::Explosion(vec2 Pos)
p.SetDefault();
p.m_Spr = SPRITE_PART_SMOKE;
p.m_Pos = Pos;
p.m_Vel = RandomDir() * ((1.0f + frandom() * 0.2f) * 1000.0f);
p.m_LifeSpan = 0.5f + frandom() * 0.4f;
p.m_StartSize = 32.0f + frandom() * 8;
p.m_Vel = RandomDir() * ((1.0f + random_float() * 0.2f) * 1000.0f);
p.m_LifeSpan = 0.5f + random_float() * 0.4f;
p.m_StartSize = 32.0f + random_float() * 8;
p.m_EndSize = 0;
p.m_Gravity = frandom() * -800.0f;
p.m_Gravity = random_float() * -800.0f;
p.m_Friction = 0.4f;
p.m_Color = mix(vec4(0.75f, 0.75f, 0.75f, 1.0f), vec4(0.5f, 0.5f, 0.5f, 1.0f), frandom());
p.m_Color = mix(vec4(0.75f, 0.75f, 0.75f, 1.0f), vec4(0.5f, 0.5f, 0.5f, 1.0f), random_float());
m_pClient->m_Particles.Add(CParticles::GROUP_GENERAL, &p);
}
}
@ -246,7 +246,7 @@ void CEffects::HammerHit(vec2 Pos)
p.m_LifeSpan = 0.3f;
p.m_StartSize = 120.0f;
p.m_EndSize = 0;
p.m_Rot = frandom() * pi * 2;
p.m_Rot = random_float() * pi * 2;
m_pClient->m_Particles.Add(CParticles::GROUP_EXPLOSIONS, &p);
if(g_Config.m_SndGame)
m_pClient->m_Sounds.PlayAt(CSounds::CHN_WORLD, SOUND_HAMMER_HIT, 1.0f, Pos);

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@ -550,7 +550,7 @@ void CItems::ReconstructSmokeTrail(const CProjectileData *pCurrent, int DestroyT
float Step = maximum(Client()->FrameTimeAvg(), (pCurrent->m_Type == WEAPON_GRENADE) ? 0.02f : 0.01f);
for(int i = 1 + (int)(Gt / Step); i < (int)(T / Step); i++)
{
float t = Step * (float)i + 0.4f * Step * (frandom() - 0.5f);
float t = Step * (float)i + 0.4f * Step * (random_float() - 0.5f);
vec2 Pos = CalcPos(pCurrent->m_StartPos, pCurrent->m_StartVel, Curvature, Speed, t);
vec2 PrevPos = CalcPos(pCurrent->m_StartPos, pCurrent->m_StartVel, Curvature, Speed, t - 0.001f);
vec2 Vel = Pos - PrevPos;

View file

@ -105,7 +105,7 @@ void CParticles::Update(float TimePassed)
// move the point
vec2 Vel = m_aParticles[i].m_Vel * TimePassed;
Collision()->MovePoint(&m_aParticles[i].m_Pos, &Vel, 0.1f + 0.9f * frandom(), NULL);
Collision()->MovePoint(&m_aParticles[i].m_Pos, &Vel, 0.1f + 0.9f * random_float(), NULL);
m_aParticles[i].m_Vel = Vel * (1.0f / TimePassed);
m_aParticles[i].m_Life += TimePassed;