- Instead of picking over numskins and adjust the number if it picks an already used skin, build and shuffle a list of allowed skins and pick over that instead.
- Fixes some issues with increased weighting towards the skins immediately after your rivals' skins.
- Use PR_RULESCRAMBLE instead of PR_UNDEFINED.
- Why am I doing it in this branch? I'm getting re-acquainted with how bots are handled between matches in advance of disabling them for bonus events without losing or corrupting data.
P_RandomChance is now a macro for something that should happen a
certain percentage of time.
P_SignedRandom was moved to a macro. Nobody cared.
# Conflicts:
# src/p_inter.c
This actually passes most diehard tests, as opposed to the old RNG.
It's also similarly fast.
Internally the PRNG generates a fixed point number from [0,1) now,
which makes P_RandomKey and P_RandomRange much easier to
calculate. P_Random is just a simple shift, as well.
Also, the lack of floating point math in P_RandomKey and
P_RandomRange now is probably for the best.