Reset the round seed so that the players get new shuffle patterns if they Back out of gameplay and play again

RoundSeed -> StageSeed
This commit is contained in:
Chris Danford
2005-03-11 18:09:34 +00:00
parent 197e4a19cd
commit a3e0bacbd8
5 changed files with 9 additions and 9 deletions
+3 -3
View File
@@ -682,7 +682,7 @@ Trail* Course::GetTrail( StepsType st, CourseDifficulty cd ) const
//
// Check to see if the Trail cache is out of date
//
if( m_iTrailCacheSeed != GAMESTATE->m_iRoundSeed )
if( m_iTrailCacheSeed != GAMESTATE->m_iStageSeed )
{
/* If we have any random entries (so that the seed matters), invalidate the cache. */
bool bHaveRandom = false;
@@ -694,7 +694,7 @@ Trail* Course::GetTrail( StepsType st, CourseDifficulty cd ) const
if( bHaveRandom )
m_TrailCache.clear();
m_iTrailCacheSeed = GAMESTATE->m_iRoundSeed;
m_iTrailCacheSeed = GAMESTATE->m_iStageSeed;
}
//
@@ -794,7 +794,7 @@ bool Course::GetTrailUnsorted( StepsType st, CourseDifficulty cd, Trail &trail )
// Construct a new Trail, add it to the cache, then return it.
//
/* Different seed for each course, but the same for the whole round: */
RandomGen rnd( GAMESTATE->m_iRoundSeed + GetHashForString(m_sMainTitle) );
RandomGen rnd( GAMESTATE->m_iStageSeed + GetHashForString(m_sMainTitle) );
vector<CourseEntry> tmp_entries;
if( m_bRandomize )