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:
co-authored by
Rickey
MathisMartin31
parent
e3f680d6d0
commit
c2844a5d32
@@ -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);
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user