Searched refs:g_globalRandom (Results 1 – 16 of 16) sorted by relevance
/dports/games/NBlood/NBlood-a1689a4/source/rr/src/ |
H A D | sector.h | 56 int32_t randomseed, g_globalRandom; member
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H A D | global.h | 135 G_EXTERN int32_t g_globalRandom; variable
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H A D | net.cpp | 342 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()
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H A D | actors.cpp | 1445 … 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 …]
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H A D | savegame.cpp | 1152 { 0, &g_globalRandom, sizeof(g_globalRandom), 1 },
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H A D | premap.cpp | 2665 g_globalRandom = 0; in G_EnterLevel()
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H A D | player.cpp | 5548 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()
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H A D | game.cpp | 8990 g_globalRandom = krand2(); in G_DoMoveThings()
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/dports/games/NBlood/NBlood-a1689a4/source/duke3d/src/ |
H A D | sector.h | 54 int32_t randomseed, g_globalRandom; member
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H A D | global.h | 102 G_EXTERN int32_t g_globalRandom; variable
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H A D | actors.cpp | 2635 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 …]
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H A D | savegame.cpp | 1419 { 0, &g_globalRandom, sizeof(g_globalRandom), 1 },
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H A D | gameexec.cpp | 6553 save->g_globalRandom = g_globalRandom; 6670 g_globalRandom = pSavedState->g_globalRandom;
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H A D | premap.cpp | 2022 g_globalRandom = 0; in G_EnterLevel()
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H A D | player.cpp | 4727 … 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()
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H A D | game.cpp | 7169 g_globalRandom = krand(); in G_DoMoveThings()
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