/dports/games/fs2open/fs2open.github.com-release_21_4_1/code/menuui/ |
H A D | fishtank.cpp | 72 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()
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/dports/games/diaspora/Diaspora_R1_Linux/Diaspora/fs2_open/code/menuui/ |
H A D | fishtank.cpp | 72 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()
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/dports/games/diaspora/Diaspora_R1_Linux/Diaspora/fs2_open/code/weapon/ |
H A D | emp.cpp | 450 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()
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H A D | flak.cpp | 64 …->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()
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H A D | beam.cpp | 1168 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() [all …]
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H A D | corkscrew.cpp | 139 if(frand_range(0.0f, 1.0f) < 0.5f){ in cscrew_create()
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/dports/games/fs2open/fs2open.github.com-release_21_4_1/code/particle/effects/ |
H A D | BeamPiercingEffect.cpp | 24 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()
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/dports/games/fs2open/fs2open.github.com-release_21_4_1/code/weapon/ |
H A D | emp.cpp | 451 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()
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H A D | flak.cpp | 64 …->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()
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H A D | shockwave.cpp | 140 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()
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H A D | corkscrew.cpp | 140 if(frand_range(0.0f, 1.0f) < 0.5f){ in cscrew_create()
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H A D | beam.cpp | 1395 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() [all …]
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/dports/games/diaspora/Diaspora_R1_Linux/Diaspora/fs2_open/code/nebula/ |
H A D | neblightning.cpp | 446 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() [all …]
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H A D | neb.cpp | 816 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 …]
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/dports/games/fs2open/fs2open.github.com-release_21_4_1/code/radar/ |
H A D | radarorb.cpp | 183 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()
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H A D | radardradis.cpp | 208 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()
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/dports/games/diaspora/Diaspora_R1_Linux/Diaspora/fs2_open/code/radar/ |
H A D | radardradis.cpp | 197 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()
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H A D | radarorb.cpp | 187 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()
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/dports/games/fs2open/fs2open.github.com-release_21_4_1/code/nebula/ |
H A D | neblightning.cpp | 443 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()
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/dports/games/diaspora/Diaspora_R1_Linux/Diaspora/fs2_open/code/math/ |
H A D | floating.cpp | 52 float frand_range(float min, float max) in frand_range() function
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H A D | floating.h | 20 float frand_range(float min, float max);
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/dports/games/fs2open/fs2open.github.com-release_21_4_1/code/math/ |
H A D | floating.cpp | 52 float frand_range(float min, float max) in frand_range() function
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H A D | floating.h | 25 float frand_range(float min, float max);
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/dports/games/fs2open/fs2open.github.com-release_21_4_1/code/hud/ |
H A D | hudartillery.cpp | 248 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()
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/dports/games/diaspora/Diaspora_R1_Linux/Diaspora/fs2_open/code/hud/ |
H A D | hudartillery.cpp | 222 ssm->sinfo.delay_stamp[idx] = timestamp(200 + (int)frand_range(-199.0f, 1000.0f)); in ssm_create()
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