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Better randomness
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Triggers/LightningStrikeTrigger.cs

Lines changed: 5 additions & 10 deletions
Original file line numberDiff line numberDiff line change
@@ -29,7 +29,7 @@ class LightningStrikeTrigger : Trigger {
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private int ConstantTimer = 10;
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32-
private Random rand = new Random();
32+
private Random rand;
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public LightningStrikeTrigger(EntityData data, Vector2 offset) : this(data, offset, data.Float("playerOffset", 0f), data.Float("verticalOffset", 0), data.Float("strikeHeight", 0), data.Int("seed", 0), data.Float("delay", 0f), data.Bool("rain", true), data.Bool("flash", true), data.Bool("constant", false)) { }
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@@ -42,6 +42,8 @@ public LightningStrikeTrigger(EntityData data, Vector2 offset, float playerOffse
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Raining = raining;
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Flash = flash;
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Constant = constant;
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rand = new Random(seed);
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}
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public override void OnEnter(Player player) {
@@ -66,19 +68,12 @@ public override void OnStay(Player player) {
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}
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}
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69-
public int GenSeed() {
70-
if (!Constant)
71-
return Seed;
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else
73-
return rand.Next(1, 100);
74-
}
75-
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public void Strike(Player player) {
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Level level = player.SceneAs<Level>();
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if (StrikeHeight == 0)
79-
level.Add(new LightningStrike(new Vector2(player.X + PlayerOffset, level.Bounds.Top), GenSeed(), level.Bounds.Height, Delay));
74+
level.Add(new LightningStrike(new Vector2(player.X + PlayerOffset, level.Bounds.Top), Seed, level.Bounds.Height, Delay));
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else
81-
level.Add(new LightningStrike(new Vector2(player.X + PlayerOffset, player.Y + VerticalOffset), GenSeed(), StrikeHeight, Delay));
76+
level.Add(new LightningStrike(new Vector2(player.X + PlayerOffset, player.Y + VerticalOffset), rand.Next(1, 100), StrikeHeight, Delay));
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Add(new Coroutine(ThunderEffect(level), true));
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