seperate rand instances for each thread
[carveJwlIkooP6JGAAIwe30JlM.git] / player_walk.c
index 717411c88476cdd7bd56f74f060e186c22cd005a..34ad072a8a5b5d9d27f1cf38dc174f1386cddd28 100644 (file)
@@ -711,20 +711,21 @@ static void player__walk_post_update(void){
       audio_lock();
       if( w->surface == k_surface_prop_concrete ){
          audio_oneshot_3d( 
-               &audio_footsteps[vg_randu32()%vg_list_size(audio_footsteps)], 
+               &audio_footsteps[vg_randu32(&vg.rand) % 
+                                 vg_list_size(audio_footsteps)], 
                localplayer.rb.co, 40.0f, 1.0f 
          );
       }
       else if( w->surface == k_surface_prop_grass ){
          audio_oneshot_3d( 
-           &audio_footsteps_grass[ vg_randu32()%
+           &audio_footsteps_grass[ vg_randu32(&vg.rand) %
                                     vg_list_size(audio_footsteps_grass)],
             localplayer.rb.co, 40.0f, 1.0f 
          );
       }
       else if( w->surface == k_surface_prop_wood ){
          audio_oneshot_3d( 
-           &audio_footsteps_wood[ vg_randu32()%
+           &audio_footsteps_wood[ vg_randu32(&vg.rand) %
                                     vg_list_size(audio_footsteps_wood)],
             localplayer.rb.co, 40.0f, 1.0f 
          );