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Use deterministic RNG seed for Time Attack
Based off of the hash from the map's lump name.
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1 changed files with 12 additions and 1 deletions
13
src/g_game.c
13
src/g_game.c
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@ -5882,7 +5882,18 @@ void G_InitNew(UINT8 pencoremode, INT32 map, boolean resetplayer, boolean skippr
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comebackshowninfo = false;
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if (!demo.playback && !netgame) // Netgame sets random seed elsewhere, demo playback sets seed just before us!
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P_ClearRandom(M_RandomizedSeed()); // Use a more "Random" random seed
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{
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if (modeattacking != ATTACKING_NONE && mapheaderinfo[map-1]->lumpnum != LUMPERROR)
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{
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// Use deterministic starting RNG for Time Attack
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P_ClearRandom(mapheaderinfo[map-1]->lumpnamehash);
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}
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else
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{
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// Use a more "Random" random seed
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P_ClearRandom(M_RandomizedSeed());
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}
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}
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// Clear a bunch of variables
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redscore = bluescore = lastmap = 0;
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