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fixed rand (thanks nick)
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bdd5ed6a20
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3 changed files with 3 additions and 7 deletions
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@ -4,10 +4,6 @@ class CGeneral
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{
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{
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public:
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public:
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static float GetATanOfXY(float x, float y){
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static float GetATanOfXY(float x, float y){
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// why exactly doesn't this work?
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// if(y >= 0.0f) return atan2(x, y);
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// return atan2(x, y) + 2*M_PI;
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if(x == 0.0f && y == 0.0f)
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if(x == 0.0f && y == 0.0f)
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return 0.0f;
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return 0.0f;
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float xabs = fabs(x);
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float xabs = fabs(x);
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@ -85,7 +81,7 @@ public:
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// not too sure about all these...
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// not too sure about all these...
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static uint16 GetRandomNumber(void)
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static uint16 GetRandomNumber(void)
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{ return myrand() & 0xFFFF; }
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{ return myrand() & MYRAND_MAX; }
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// Probably don't want to ever reach high
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// Probably don't want to ever reach high
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static float GetRandomNumberInRange(float low, float high)
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static float GetRandomNumberInRange(float low, float high)
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{ return low + (high - low)*(GetRandomNumber()/float(MYRAND_MAX + 1)); }
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{ return low + (high - low)*(GetRandomNumber()/float(MYRAND_MAX + 1)); }
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@ -85,7 +85,7 @@ enum Config {
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#elif defined GTA_PC
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#elif defined GTA_PC
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# define GTA3_1_1_PATCH
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# define GTA3_1_1_PATCH
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# ifdef GTA_PS2_STUFF
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# ifdef GTA_PS2_STUFF
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# define USE_PS2_RAND
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//# define USE_PS2_RAND // this is unsafe until we have the game reversed
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# define RANDOMSPLASH // use random splash as on PS2
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# define RANDOMSPLASH // use random splash as on PS2
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# define PS2_MATFX
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# define PS2_MATFX
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# endif
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# endif
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