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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Rickey
MathisMartin31
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@@ -5,6 +5,7 @@
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#include "game_variables.h"
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#include "graphic_utils.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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@@ -330,7 +331,7 @@ void sprite_object_set_focus(SpriteObject* sprite_object, bool focus)
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play_sfx(
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SFX_CARD_FOCUS,
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MM_BASE_PITCH_RATE + get_rand() % CARD_FOCUS_SFX_PITCH_OFFSET_RANGE,
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MM_BASE_PITCH_RATE + rng_get_u32() % CARD_FOCUS_SFX_PITCH_OFFSET_RANGE,
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SFX_DEFAULT_VOLUME
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);
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sprite_object->ty = sprite_object->ty + int2fx((focus ? -1 : 1) * SPRITE_FOCUS_RAISE_PX);
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