Change CreateEffectWarhead to use World.LocalRandom
This commit is contained in:
committed by
Oliver Brakmann
parent
16e78b8ca8
commit
cd82382f68
@@ -119,7 +119,7 @@ namespace OpenRA.Mods.Common.Warheads
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if (UsePlayerPalette)
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if (UsePlayerPalette)
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palette += firedBy.Owner.InternalName;
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palette += firedBy.Owner.InternalName;
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var explosion = Explosions.RandomOrDefault(Game.CosmeticRandom);
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var explosion = Explosions.RandomOrDefault(world.LocalRandom);
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if (Image != null && explosion != null)
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if (Image != null && explosion != null)
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{
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{
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if (ForceDisplayAtGroundLevel)
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if (ForceDisplayAtGroundLevel)
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@@ -131,8 +131,8 @@ namespace OpenRA.Mods.Common.Warheads
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world.AddFrameEndTask(w => w.Add(new SpriteEffect(pos, w, Image, explosion, palette)));
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world.AddFrameEndTask(w => w.Add(new SpriteEffect(pos, w, Image, explosion, palette)));
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}
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}
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var impactSound = ImpactSounds.RandomOrDefault(Game.CosmeticRandom);
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var impactSound = ImpactSounds.RandomOrDefault(world.LocalRandom);
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if (impactSound != null && Game.CosmeticRandom.Next(0, 100) < ImpactSoundChance)
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if (impactSound != null && world.LocalRandom.Next(0, 100) < ImpactSoundChance)
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Game.Sound.Play(SoundType.World, impactSound, pos);
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Game.Sound.Play(SoundType.World, impactSound, pos);
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}
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}
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