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>
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@@ -5,6 +5,7 @@
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#include "graphic_utils.h"
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#include "joker_gfx.h"
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#include "pool.h"
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#include "random.h"
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#include "soundbank.h"
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#include "util.h"
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@@ -368,7 +369,7 @@ Sprite* joker_object_get_sprite(JokerObject* joker_object)
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int joker_get_random_rarity()
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{
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int joker_rarity = 0;
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int rarity_roll = get_rand() % 100;
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int rarity_roll = rng_get_u32() % 100;
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if (rarity_roll < COMMON_JOKER_CHANCE)
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{
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joker_rarity = COMMON_JOKER;
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