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Searched refs:g_globalRandom (Results 1 – 16 of 16) sorted by relevance

/dports/games/NBlood/NBlood-a1689a4/source/rr/src/
H A Dsector.h56 int32_t randomseed, g_globalRandom; member
H A Dglobal.h135 G_EXTERN int32_t g_globalRandom; variable
H A Dnet.cpp342 if ((g_globalRandom&3) == 2) in Net_DoPrediction()
355 myhoriz = F16(100+(g_globalRandom&15)-7); in Net_DoPrediction()
563 if ((g_globalRandom & 15) == 14) in Net_DoPrediction()
577 myhoriz = F16(100+((g_globalRandom&15)-7)); in Net_DoPrediction()
1538 updatecrc(crc, g_globalRandom & 255); in Net_RandomSync()
1539 updatecrc(crc, (g_globalRandom >> 8) & 255); in Net_RandomSync()
H A Dactors.cpp1445 … T5(spriteNum) = GAMETICSPERSEC*40 + g_globalRandom%(GAMETICSPERSEC*40); in G_MoveFX()
2330 pData[2] = g_globalRandom & 4; in G_MoveStandables()
2382 pData[2] = g_globalRandom & 4; in G_MoveStandables()
2388 int const randomRepeat = g_globalRandom & 7; in G_MoveStandables()
3167 int const x = pSprite->extra + (g_globalRandom & 3); in G_MoveWeapons()
5657 pSprite->picnum = GREENSLIME + 2 + (g_globalRandom & 1); in G_MoveActors()
7930 if ((tabledivide32_noinline(g_globalRandom, spriteHitag+1)&31) < 4 && !pData[2]) in G_MoveEffectors()
7935 pData[0] = pSprite->shade + (g_globalRandom & 15); in G_MoveEffectors()
7972 if ((tabledivide32_noinline(g_globalRandom, spriteHitag+1)&31) < 4) in G_MoveEffectors()
7974 pData[1] = pSprite->shade + (g_globalRandom & 15); // Got really bright in G_MoveEffectors()
[all …]
H A Dsavegame.cpp1152 { 0, &g_globalRandom, sizeof(g_globalRandom), 1 },
H A Dpremap.cpp2665 g_globalRandom = 0; in G_EnterLevel()
H A Dplayer.cpp5548 Bsprintf(tempbuf, apStrings[OBITQUOTEINDEX + (g_globalRandom % g_numObituaries)], in P_FragPlayer()
7278 …sprite[spriteNum].x += sintable[(q16ang + 512 + 64 - (g_globalRandom & 128)+(RR ? 128 : 0)) &… in P_DoWater()
7279 …sprite[spriteNum].y += sintable[(q16ang + 64 - (g_globalRandom & 128)+(RR ? 128 : 0)) & 2047]… in P_DoWater()
H A Dgame.cpp8990 g_globalRandom = krand2(); in G_DoMoveThings()
/dports/games/NBlood/NBlood-a1689a4/source/duke3d/src/
H A Dsector.h54 int32_t randomseed, g_globalRandom; member
H A Dglobal.h102 G_EXTERN int32_t g_globalRandom; variable
H A Dactors.cpp2635 pData[2] = g_globalRandom & 4; in G_MoveStandables()
2687 pData[2] = g_globalRandom & 4; in G_MoveStandables()
2693 int const randomRepeat = g_globalRandom & 7; in G_MoveStandables()
3540 int const x = pSprite->extra + (g_globalRandom & 3); in G_MoveWeapons()
4197 int const x = pSprite->extra + (g_globalRandom & 3); in G_MoveActors()
4927 pSprite->picnum = GREENSLIME + 2 + (g_globalRandom & 1); in G_MoveActors()
6785 if ((tabledivide32_noinline(g_globalRandom, spriteHitag+1)&31) < 4 && !pData[2]) in G_MoveEffectors()
6790 pData[0] = pSprite->shade + (g_globalRandom & 15); in G_MoveEffectors()
6827 if ((tabledivide32_noinline(g_globalRandom, spriteHitag+1)&31) < 4) in G_MoveEffectors()
6829 pData[1] = pSprite->shade + (g_globalRandom & 15); // Got really bright in G_MoveEffectors()
[all …]
H A Dsavegame.cpp1419 { 0, &g_globalRandom, sizeof(g_globalRandom), 1 },
H A Dgameexec.cpp6553 save->g_globalRandom = g_globalRandom;
6670 g_globalRandom = pSavedState->g_globalRandom;
H A Dpremap.cpp2022 g_globalRandom = 0; in G_EnterLevel()
H A Dplayer.cpp4727 … sprite[spriteNum].x += sintable[(q16ang + 512 + 64 - (g_globalRandom & 128)) & 2047] >> 6; in P_DoWater()
4728 sprite[spriteNum].y += sintable[(q16ang + 64 - (g_globalRandom & 128)) & 2047] >> 6; in P_DoWater()
H A Dgame.cpp7169 g_globalRandom = krand(); in G_DoMoveThings()