seperate rand instances for each thread
[carveJwlIkooP6JGAAIwe30JlM.git] / player_effects.c
index 0092f19a0c3bbab18a1e5730755a2cf4887a8387..2bfc3bf3bcfcaad691c4ec16471a079a3e64eac1 100644 (file)
@@ -3,7 +3,7 @@
 
 static void effect_blink_apply( effect_blink *ef, player_pose *pose, f32 dt ){
    if( ef->t < 0.0f ){
-      ef->t = (1.0f-powf(vg_randf64(),4.0f))*4.0f;
+      ef->t = (1.0f-powf(vg_randf64(&vg.rand),4.0f))*4.0f;
       ef->l = 0.08f;
    }
 
@@ -17,7 +17,7 @@ static void effect_spark_apply( effect_spark *ef, v3f co, v3f v, f32 dt ){
    if( !ef->colour ) return;
 
    if( ef->t < 0.0f ){
-      ef->t = 0.05f+vg_randf64()*0.1f;
+      ef->t = 0.05f+vg_randf64(&vg.rand)*0.1f;
 
       v3f dir;
       v3_copy( v, dir );