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/dports/games/fs2open/fs2open.github.com-release_21_4_1/code/menuui/
H A Dfishtank.cpp72 f->left = frand_range(0.0f, 1.0f) < 0.5f ? 0 : 1; in fish_generate()
76 f->x = gr_screen.max_w_unscaled_zoomed + frand_range(0.0f, 50.0f); in fish_generate()
78 f->x = frand_range(0.0f, -50.0f) - FISH_ANIM_WIDTH; in fish_generate()
80 f->y = frand_range(-40.0f, (float)gr_screen.max_h_unscaled_zoomed + 40.0f); in fish_generate()
84 f->x_speed = frand_range(-1.0f, -15.0f); in fish_generate()
86 f->x_speed = frand_range(1.0f, 15.0f); in fish_generate()
88 f->y_speed = frand_range(0.0f, 1.0f) < 0.5f ? frand_range(1.0f, 4.0f) : frand_range(-1.0f, -4.0f); in fish_generate()
170 int count = (int)frand_range(1.0f, (float)(MAX_FISH - 1)); in fishtank_start()
/dports/games/diaspora/Diaspora_R1_Linux/Diaspora/fs2_open/code/menuui/
H A Dfishtank.cpp72 f->left = frand_range(0.0f, 1.0f) < 0.5f ? 0 : 1; in fish_generate()
76 f->x = gr_screen.max_w_unscaled + frand_range(0.0f, 50.0f); in fish_generate()
78 f->x = frand_range(0.0f, -50.0f) - FISH_ANIM_WIDTH; in fish_generate()
80 f->y = frand_range(-40.0f, (float)gr_screen.max_h_unscaled + 40.0f); in fish_generate()
84 f->x_speed = frand_range(-1.0f, -15.0f); in fish_generate()
86 f->x_speed = frand_range(1.0f, 15.0f); in fish_generate()
88 f->y_speed = frand_range(0.0f, 1.0f) < 0.5f ? frand_range(1.0f, 4.0f) : frand_range(-1.0f, -4.0f); in fish_generate()
170 int count = (int)frand_range(1.0f, (float)(MAX_FISH - 1)); in fishtank_start()
/dports/games/diaspora/Diaspora_R1_Linux/Diaspora/fs2_open/code/weapon/
H A Demp.cpp450 Emp_wacky_target_timestamp = timestamp((int)frand_range(100.0f, 750.0f * (1.0f - Emp_intensity))); in emp_process_local()
463 return frand_range(0.0f, 1.0f) > Emp_intensity; in emp_should_blit_gauge()
524 if(frand_range(0.0f, 1.0f) > Emp_intensity){ in emp_maybe_reformat_text()
544 wep_index = (int)frand_range(0.0f, (float)(MAX_WEAPON_TYPES - 1)); in emp_maybe_reformat_text()
589 wt->stamp = timestamp((int)frand_range(100.0f, 750.0f * (1.0f - Emp_intensity))); in emp_maybe_reformat_text()
611 if(frand_range(0.0f, 1.0f) < Emp_intensity){ in emp_randomize_chars()
612 char_index = (int)frand_range(0.0f, (float)(NUM_RANDOM_CHARS - 1)); in emp_randomize_chars()
627 *x += (int)frand_range(-8.0f * Emp_intensity, 8.0f * Emp_intensity); in emp_hud_jitter()
628 *y += (int)frand_range(-8.0f * Emp_intensity, 8.0f * Emp_intensity); in emp_hud_jitter()
H A Dflak.cpp64 …->flak_detonation_accuracy * 0.65f * (1.0f - weapon_subsys_strength))) * frand_range(-1.0f, 1.0f)); in flak_pick_range()
100 float rand_dist = frand_range(0.0f, error_val); in flak_jitter_aim()
108 …vm_rot_point_around_line(&rand_twist_post, &rand_twist_pre, fl_radians(359.0f * frand_range(0.0f, … in flak_jitter_aim()
H A Dbeam.cpp1168 scale = frand_range(1.0f - bwsi->flicker, 1.0f + bwsi->flicker); in beam_render()
1294 particle_count = (int)frand_range(0.0f, (float)wip->b_info.beam_particle_count); in beam_generate_muzzle_particles()
1316 float p_life = frand_range(p_time_ref * 0.5f, p_time_ref * 0.7f); in beam_generate_muzzle_particles()
1317 float p_vel = (wip->b_info.beam_muzzle_radius / p_life) * frand_range(0.85f, 1.2f); in beam_generate_muzzle_particles()
1365 rand_val = frand_range(0.90f, 1.0f); in beam_render_muzzle_glow()
1515 noise = frand_range(1.0f - bwi->sections[0].flicker, 1.0f + bwi->sections[0].flicker); in beam_add_light_small()
1584 noise = frand_range(1.0f - bwi->sections[0].flicker, 1.0f + bwi->sections[0].flicker); in beam_add_light_large()
1949 b->binfo.shot_aim[0] = frand_range(0.0f, 1.0f + miss_factor * accuracy); in beam_get_binfo()
2003 b->binfo.shot_aim[idx] = frand_range(0.0f, 1.0f + r); in beam_get_binfo()
3025 vm_vec_copy_scale( &expl_vel, &fvec, base_v * frand_range(1.0f, 2.0f)); in beam_handle_collisions()
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H A Dcorkscrew.cpp139 if(frand_range(0.0f, 1.0f) < 0.5f){ in cscrew_create()
/dports/games/fs2open/fs2open.github.com-release_21_4_1/code/particle/effects/
H A DBeamPiercingEffect.cpp24 info.rad = m_radius * frand_range(0.5f, 2.0f); in processSource()
45 vm_vec_copy_scale(&info.vel, &fvec, base_v * frand_range(1.0f, 2.0f)); in processSource()
51 vm_vec_copy_scale(&info.vel, &fvec, back_v * frand_range(1.0f, 2.0f)); in processSource()
/dports/games/fs2open/fs2open.github.com-release_21_4_1/code/weapon/
H A Demp.cpp451 Emp_wacky_target_timestamp = timestamp((int)frand_range(100.0f, 750.0f * (1.0f - Emp_intensity))); in emp_process_local()
464 return frand_range(0.0f, 1.0f) > Emp_intensity; in emp_should_blit_gauge()
502 if(frand_range(0.0f, 1.0f) > Emp_intensity){ in emp_maybe_reformat_text()
571 wt->stamp = timestamp((int)frand_range(100.0f, 750.0f * (1.0f - Emp_intensity))); in emp_maybe_reformat_text()
590 if(frand_range(0.0f, 1.0f) < Emp_intensity){ in emp_randomize_chars()
591 char_index = (int)frand_range(0.0f, (float)(NUM_RANDOM_CHARS - 1)); in emp_randomize_chars()
606 *x += (int)frand_range(-8.0f * Emp_intensity, 8.0f * Emp_intensity); in emp_hud_jitter()
607 *y += (int)frand_range(-8.0f * Emp_intensity, 8.0f * Emp_intensity); in emp_hud_jitter()
H A Dflak.cpp64 …->flak_detonation_accuracy * 0.65f * (1.0f - weapon_subsys_strength))) * frand_range(-1.0f, 1.0f)); in flak_pick_range()
100 float rand_dist = frand_range(0.0f, error_val); in flak_jitter_aim()
108 …vm_rot_point_around_line(&rand_twist_post, &rand_twist_pre, fl_radians(359.0f * frand_range(0.0f, … in flak_jitter_aim()
H A Dshockwave.cpp140 sw->rot_angles.p = frand_range(0.0f, PI2); in shockwave_create()
141 sw->rot_angles.b = frand_range(0.0f, PI2); in shockwave_create()
142 sw->rot_angles.h = frand_range(0.0f, PI2); in shockwave_create()
H A Dcorkscrew.cpp140 if(frand_range(0.0f, 1.0f) < 0.5f){ in cscrew_create()
H A Dbeam.cpp1395 scale = frand_range(1.0f - bwsi->flicker, 1.0f + bwsi->flicker); in beam_render()
1512 particle_count = (int)frand_range(0.0f, (float)wip->b_info.beam_particle_count); in beam_generate_muzzle_particles()
1527 …rticle_pos, &turret_pos, &particle_dir, wip->b_info.beam_muzzle_radius * frand_range(0.75f, 0.9f)); in beam_generate_muzzle_particles()
1531 float p_life = frand_range(p_time_ref * 0.5f, p_time_ref * 0.7f); in beam_generate_muzzle_particles()
1532 float p_vel = (wip->b_info.beam_muzzle_radius / p_life) * frand_range(0.85f, 1.2f); in beam_generate_muzzle_particles()
1618 rand_val = frand_range(0.90f, 1.0f); in beam_render_muzzle_glow()
1846 noise = frand_range(1.0f - bwi->sections[0].flicker, 1.0f + bwi->sections[0].flicker); in beam_add_light_small()
1915 noise = frand_range(1.0f - bwi->sections[0].flicker, 1.0f + bwi->sections[0].flicker); in beam_add_light_large()
2295 b->binfo.shot_aim[0] = frand_range(0.0f, 1.0f + miss_factor * accuracy); in beam_get_binfo()
2343 b->binfo.shot_aim[idx] = frand_range(0.0f, 1.0f + r); in beam_get_binfo()
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/dports/games/diaspora/Diaspora_R1_Linux/Diaspora/fs2_open/code/nebula/
H A Dneblightning.cpp446 if(frand_range(0.0f, 1.0f) < 0.5f){ in nebl_render_all()
495 Nebl_stamp = timestamp((int)frand_range((float)Storm->min, (float)Storm->max)); in nebl_process()
508 s1 = (int)frand_range(0.0f, (float)Neb2_slices); in nebl_process()
509 s2 = (int)frand_range(0.0f, (float)Neb2_slices); in nebl_process()
510 s3 = (int)frand_range(0.0f, (float)Neb2_slices); in nebl_process()
512 e1 = (int)frand_range(0.0f, (float)Neb2_slices); in nebl_process()
513 e2 = (int)frand_range(0.0f, (float)Neb2_slices); in nebl_process()
514 e3 = (int)frand_range(0.0f, (float)Neb2_slices); in nebl_process()
541 if(frand_range(0.0, 1.0f) < 0.5f){ in nebl_process()
560 size_t type = (size_t)frand_range(0.0f, (float)(Storm->num_bolt_types-1)); in nebl_process()
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H A Dneb.cpp816 v->xyz.x = h_incw + (ws * (float)src) + frand_range(-Nd->wj, Nd->wj); in neb2_gen_slice()
817 v->xyz.y = h_inch + (hs * (float)idx1) + frand_range(-Nd->hj, Nd->hj); in neb2_gen_slice()
818 v->xyz.z = h_incd + (ds * (float)idx2) + frand_range(-Nd->dj, Nd->dj); in neb2_gen_slice()
826 Neb2_cubes[src][idx1][idx2].rot_speed = frand_range(-max_rotation, max_rotation); in neb2_gen_slice()
836 v->xyz.x = h_incw + (ws * (float)idx1) + frand_range(-Nd->wj, Nd->wj); in neb2_gen_slice()
837 v->xyz.y = h_inch + (hs * (float)src) + frand_range(-Nd->hj, Nd->hj); in neb2_gen_slice()
838 v->xyz.z = h_incd + (ds * (float)idx2) + frand_range(-Nd->dj, Nd->dj); in neb2_gen_slice()
856 v->xyz.x = h_incw + (ws * (float)idx1) + frand_range(-Nd->wj, Nd->wj); in neb2_gen_slice()
857 v->xyz.y = h_inch + (hs * (float)idx2) + frand_range(-Nd->hj, Nd->hj); in neb2_gen_slice()
858 v->xyz.z = h_incd + (ds * (float)src) + frand_range(-Nd->dj, Nd->dj); in neb2_gen_slice()
[all …]
/dports/games/fs2open/fs2open.github.com-release_21_4_1/code/radar/
H A Dradarorb.cpp183 distortion_angle *= frand_range(-3.0f,3.0f)*frand_range(0.0f, scale); in blipDrawDistorted()
184 dist *= frand_range(MAX(0.75f, 0.75f*scale), MIN(1.25f, 1.25f*scale)); in blipDrawDistorted()
222 distortion_angle *= frand_range(0.1f,2.0f); in blipDrawFlicker()
223 dist *= frand_range(0.75f, 1.25f); in blipDrawFlicker()
H A Dradardradis.cpp208 dist *= frand_range(MAX(0.75f, 0.75f*temp_scale), MIN(1.25f, 1.25f*temp_scale)); in blipDrawDistorted()
209 distortion_angle *= frand_range(-3.0f,3.0f)*frand_range(0.0f, temp_scale); in blipDrawDistorted()
246 distortion_angle *= frand_range(0.1f,2.0f); in blipDrawFlicker()
247 dist *= frand_range(0.75f, 1.25f); in blipDrawFlicker()
/dports/games/diaspora/Diaspora_R1_Linux/Diaspora/fs2_open/code/radar/
H A Dradardradis.cpp197 dist *= frand_range(MAX(0.75f, 0.75f*temp_scale), MIN(1.25f, 1.25f*temp_scale)); in blipDrawDistorted()
198 distortion_angle *= frand_range(-3.0f,3.0f)*frand_range(0.0f, temp_scale); in blipDrawDistorted()
235 distortion_angle *= frand_range(0.1f,2.0f); in blipDrawFlicker()
236 dist *= frand_range(0.75f, 1.25f); in blipDrawFlicker()
H A Dradarorb.cpp187 distortion_angle *= frand_range(-3.0f,3.0f)*frand_range(0.0f, scale); in blipDrawDistorted()
188 dist *= frand_range(MAX(0.75f, 0.75f*scale), MIN(1.25f, 1.25f*scale)); in blipDrawDistorted()
233 distortion_angle *= frand_range(0.1f,2.0f); in blipDrawFlicker()
234 dist *= frand_range(0.75f, 1.25f); in blipDrawFlicker()
/dports/games/fs2open/fs2open.github.com-release_21_4_1/code/nebula/
H A Dneblightning.cpp443 if(frand_range(0.0f, 1.0f) < 0.5f){ in nebl_render_all()
492 Nebl_stamp = timestamp((int)frand_range((float)Storm->min, (float)Storm->max)); in nebl_process()
499 num_bolts = (uint)frand_range((float)Storm->min_count, (float)Storm->max_count); in nebl_process()
520 if(frand_range(0.0, 1.0f) < 0.5f){ in nebl_process()
539 size_t type = (size_t)frand_range(0.0f, (float)(Storm->num_bolt_types-1)); in nebl_process()
544 Nebl_stamp = timestamp((int)frand_range((float)Storm->min, (float)Storm->max)); in nebl_process()
1065 vm_vec_random_in_circle(&moveup->pos, &temp, &m, frand_range(0.0f, length * bi->noise), false); in nebl_jitter()
/dports/games/diaspora/Diaspora_R1_Linux/Diaspora/fs2_open/code/math/
H A Dfloating.cpp52 float frand_range(float min, float max) in frand_range() function
H A Dfloating.h20 float frand_range(float min, float max);
/dports/games/fs2open/fs2open.github.com-release_21_4_1/code/math/
H A Dfloating.cpp52 float frand_range(float min, float max) in frand_range() function
H A Dfloating.h25 float frand_range(float min, float max);
/dports/games/fs2open/fs2open.github.com-release_21_4_1/code/hud/
H A Dhudartillery.cpp248 radius = frand_range(s->radius, s->max_radius); in ssm_get_random_start_pos()
253 offset = frand_range(s->offset, s->max_offset); in ssm_get_random_start_pos()
335 ssm.sinfo.delay_stamp[idx] = timestamp(200 + (int)frand_range(-199.0f, 1000.0f)); in ssm_create()
/dports/games/diaspora/Diaspora_R1_Linux/Diaspora/fs2_open/code/hud/
H A Dhudartillery.cpp222 ssm->sinfo.delay_stamp[idx] = timestamp(200 + (int)frand_range(-199.0f, 1000.0f)); in ssm_create()

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