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https://github.com/HarbourMasters/Shipwright
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Eradicate rand (#6553)
Random seed: always generate 10 digits Reduce max seed size, this is getting hashed so it's not valuable to have so many characters
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@@ -8,7 +8,7 @@
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#include "overlays/effects/ovl_Effect_Ss_Dead_Sound/z_eff_ss_dead_sound.h"
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#include "objects/gameplay_keep/gameplay_keep.h"
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#include "soh/Enhancements/game-interactor/GameInteractor.h"
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#include <stdlib.h>
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#include "soh/ShipUtils.h"
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#define FLAGS (ACTOR_FLAG_UPDATE_CULLING_DISABLED | ACTOR_FLAG_DRAW_CULLING_DISABLED)
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@@ -104,14 +104,13 @@ void EnBom_Init(Actor* thisx, PlayState* play) {
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} else {
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// Set random fuse timer with a minimum of 10. Do the sound and scale immediately,
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// otherwise the bomb is invisible until the timer hits the "normal" amount.
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uint32_t randomTimer = (rand() % 150) + 10;
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this->timer = randomTimer;
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this->timer = 10 + (s16)(Rand_ZeroOne() * 150.0f);
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Audio_PlayActorSound2(thisx, NA_SE_PL_TAKE_OUT_SHIELD);
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Actor_SetScale(thisx, 0.01f);
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}
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if (CVarGetFloat(CVAR_CHEAT("BombTimerMultiplier"), 1.0f) != 1.0f) {
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this->timer = (s32)(70 * CVarGetFloat(CVAR_CHEAT("BombTimerMultiplier"), 1.0f));
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this->timer *= CVarGetFloat(CVAR_CHEAT("BombTimerMultiplier"), 1.0f);
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// Do the sound and scale immediately if GameInteractor hasn't already.
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if (!GameInteractor_GetRandomBombFuseTimerActive()) {
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Audio_PlayActorSound2(thisx, NA_SE_PL_TAKE_OUT_SHIELD);
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