From ef0458c739fd231442470389e292747cb95b027b Mon Sep 17 00:00:00 2001 From: glx Date: Wed, 20 Aug 2008 16:51:08 +0000 Subject: (svn r14110) -Fix: desyncs due to bubbles in toyland --- src/effectvehicle.cpp | 10 ++-------- 1 file changed, 2 insertions(+), 8 deletions(-) (limited to 'src/effectvehicle.cpp') diff --git a/src/effectvehicle.cpp b/src/effectvehicle.cpp index 9ea2e6ca3..32482adf8 100644 --- a/src/effectvehicle.cpp +++ b/src/effectvehicle.cpp @@ -515,12 +515,6 @@ static const BubbleMovement * const _bubble_movement[] = { static void BubbleTick(Vehicle *v) { - /* - * Warning: those effects can NOT use Random(), and have to use - * InteractiveRandom(), because somehow someone forgot to save - * spritenum to the savegame, and so it will cause desyncs in - * multiplayer!! (that is: in ToyLand) - */ uint et; v->progress++; @@ -536,7 +530,7 @@ static void BubbleTick(Vehicle *v) return; } if (v->u.effect.animation_substate != 0) { - v->spritenum = GB(InteractiveRandom(), 0, 2) + 1; + v->spritenum = GB(Random(), 0, 2) + 1; } else { v->spritenum = 6; } @@ -554,7 +548,7 @@ static void BubbleTick(Vehicle *v) } if (b->y == 4 && b->x == 1) { - if (v->z_pos > 180 || Chance16I(1, 96, InteractiveRandom())) { + if (v->z_pos > 180 || Chance16I(1, 96, Random())) { v->spritenum = 5; SndPlayVehicleFx(SND_2F_POP, v); } -- cgit v1.2.3-54-g00ecf