Change CreateEffectWarhead to use World.LocalRandom

This commit is contained in:
reaperrr
2018-11-04 18:06:51 +01:00
committed by Oliver Brakmann
parent 16e78b8ca8
commit cd82382f68

View File

@@ -119,7 +119,7 @@ namespace OpenRA.Mods.Common.Warheads
if (UsePlayerPalette) if (UsePlayerPalette)
palette += firedBy.Owner.InternalName; palette += firedBy.Owner.InternalName;
var explosion = Explosions.RandomOrDefault(Game.CosmeticRandom); var explosion = Explosions.RandomOrDefault(world.LocalRandom);
if (Image != null && explosion != null) if (Image != null && explosion != null)
{ {
if (ForceDisplayAtGroundLevel) if (ForceDisplayAtGroundLevel)
@@ -131,8 +131,8 @@ namespace OpenRA.Mods.Common.Warheads
world.AddFrameEndTask(w => w.Add(new SpriteEffect(pos, w, Image, explosion, palette))); world.AddFrameEndTask(w => w.Add(new SpriteEffect(pos, w, Image, explosion, palette)));
} }
var impactSound = ImpactSounds.RandomOrDefault(Game.CosmeticRandom); var impactSound = ImpactSounds.RandomOrDefault(world.LocalRandom);
if (impactSound != null && Game.CosmeticRandom.Next(0, 100) < ImpactSoundChance) if (impactSound != null && world.LocalRandom.Next(0, 100) < ImpactSoundChance)
Game.Sound.Play(SoundType.World, impactSound, pos); Game.Sound.Play(SoundType.World, impactSound, pos);
} }