Refactor/RNG system (#476)

* Extract rng manipulation to its own file

* clang format

* Get CPU cycles since game start to use for RNG

* change a few things

* clang format

* Implement suggestions from @ricfehr3

* clang format

* Fix rebase issue

* clang format

* Create RngInfo struct to hold seed and step

* clang format

* Make a note about rng_restore system not having been tested properly yet

* Apply suggestions from @ricfehr3

Co-authored-by: Rickey <ric@rf3.xyz>

* clang format

---------

Co-authored-by: MathisMartin31 <mathis.martin31@gmail.com>
Co-authored-by: Rickey <ric@rf3.xyz>
This commit is contained in:
Geralt
2026-05-21 19:47:48 -07:00
committed by GitHub
co-authored by Rickey MathisMartin31
parent e3f680d6d0
commit c2844a5d32
14 changed files with 162 additions and 57 deletions
-8
View File
@@ -127,14 +127,6 @@ void game_main_menu_on_update(void)
main_menu_ace->sprite_object->trotation = lu_sin((g_game_vars.timer << 8) / 2) / 3;
card_object_update(main_menu_ace);
// Seed randomization
g_game_vars.rng_seed++;
// If the keys have changed, make it more pseudo-random
if (key_curr_state() != key_prev_state())
{
g_game_vars.rng_seed *= 2;
}
selection_grid_process_input(&main_menu_selection_grid);
}