From 51cfef214ca671b94cb7b1e8535484698f3d2b4f Mon Sep 17 00:00:00 2001 From: Joonas Rikkonen Date: Mon, 11 Sep 2017 21:31:21 +0300 Subject: [PATCH] BackgroundSpriteManager uses RandSync.Server because the server also generates background sprites now --- .../Source/Map/Levels/BackgroundSpriteManager.cs | 16 ++++++++-------- 1 file changed, 8 insertions(+), 8 deletions(-) diff --git a/Barotrauma/BarotraumaShared/Source/Map/Levels/BackgroundSpriteManager.cs b/Barotrauma/BarotraumaShared/Source/Map/Levels/BackgroundSpriteManager.cs index 20bdf547d..896bf00f9 100644 --- a/Barotrauma/BarotraumaShared/Source/Map/Levels/BackgroundSpriteManager.cs +++ b/Barotrauma/BarotraumaShared/Source/Map/Levels/BackgroundSpriteManager.cs @@ -148,10 +148,10 @@ namespace Barotrauma rotation = MathUtils.VectorToAngle(new Vector2(edgeNormal.Y, edgeNormal.X)); } - rotation += Rand.Range(prefab.RandomRotation.X, prefab.RandomRotation.Y, Rand.RandSync.ClientOnly); + rotation += Rand.Range(prefab.RandomRotation.X, prefab.RandomRotation.Y, Rand.RandSync.Server); var newSprite = new BackgroundSprite(prefab, - new Vector3((Vector2)pos, Rand.Range(prefab.DepthRange.X, prefab.DepthRange.Y, Rand.RandSync.ClientOnly)), Rand.Range(prefab.Scale.X, prefab.Scale.Y, Rand.RandSync.ClientOnly), rotation); + new Vector3((Vector2)pos, Rand.Range(prefab.DepthRange.X, prefab.DepthRange.Y, Rand.RandSync.Server)), Rand.Range(prefab.Scale.X, prefab.Scale.Y, Rand.RandSync.Server), rotation); //calculate the positions of the corners of the rotated sprite Vector2 halfSize = newSprite.Prefab.Sprite.size * newSprite.Scale / 2; @@ -228,8 +228,8 @@ namespace Barotrauma edgeNormal = Vector2.One; Vector2 randomPos = new Vector2( - Rand.Range(0.0f, level.Size.X, Rand.RandSync.ClientOnly), - Rand.Range(0.0f, level.Size.Y, Rand.RandSync.ClientOnly)); + Rand.Range(0.0f, level.Size.X, Rand.RandSync.Server), + Rand.Range(0.0f, level.Size.Y, Rand.RandSync.Server)); if (prefab.SpawnPos == BackgroundSpritePrefab.SpawnPosType.None) return randomPos; @@ -244,7 +244,7 @@ namespace Barotrauma if (cells.Any()) { - VoronoiCell cell = cells[Rand.Int(cells.Count, Rand.RandSync.ClientOnly)]; + VoronoiCell cell = cells[Rand.Int(cells.Count, Rand.RandSync.Server)]; foreach (GraphEdge edge in cell.edges) { @@ -300,13 +300,13 @@ namespace Barotrauma if (!edges.Any()) return null; - int index = Rand.Int(edges.Count, Rand.RandSync.ClientOnly); + int index = Rand.Int(edges.Count, Rand.RandSync.Server); closestEdge = edges[index]; edgeNormal = normals[index]; float length = Vector2.Distance(closestEdge.point1, closestEdge.point2); Vector2 dir = (closestEdge.point1 - closestEdge.point2) / length; - Vector2 pos = closestEdge.point2 + dir * Rand.Range(prefab.Sprite.size.X / 2.0f, length - prefab.Sprite.size.X / 2.0f, Rand.RandSync.ClientOnly); + Vector2 pos = closestEdge.point2 + dir * Rand.Range(prefab.Sprite.size.X / 2.0f, length - prefab.Sprite.size.X / 2.0f, Rand.RandSync.Server); return pos; } @@ -334,7 +334,7 @@ namespace Barotrauma totalCommonness += prefab.GetCommonness(levelType); } - float randomNumber = Rand.Int(totalCommonness+1, Rand.RandSync.ClientOnly); + float randomNumber = Rand.Int(totalCommonness+1, Rand.RandSync.Server); foreach (BackgroundSpritePrefab prefab in prefabs) {