| 1047 | } |
| 1048 | } |
| 1049 | void AddProcRaindrops(static_proc_element *proc, int handle) { |
| 1050 | int procnum = proc - GameTextures[handle].procedural->static_proc_elements; |
| 1051 | if (proc->frequency && ((FrameCount + procnum) % proc->frequency)) |
| 1052 | return; |
| 1053 | uint8_t proc_frequency = proc->frequency; |
| 1054 | uint8_t proc_size = proc->size; |
| 1055 | uint8_t proc_speed = proc->speed; |
| 1056 | uint8_t x1 = proc->x1; |
| 1057 | uint8_t y1 = proc->y1; |
| 1058 | proc->frequency = 0; |
| 1059 | proc->size = (ps_rand() % 3) + 1; |
| 1060 | proc->speed = std::max(0, proc_speed + ((ps_rand() % 10) - 5)); |
| 1061 | proc->x1 = x1 + (ps_rand() % (proc_size * 2)) - (proc_size); |
| 1062 | proc->y1 = y1 + (ps_rand() % (proc_size * 2)) - (proc_size); |
| 1063 | AddProcHeightBlob(proc, handle); |
| 1064 | proc->x1 = x1; |
| 1065 | proc->y1 = y1; |
| 1066 | proc->size = proc_size; |
| 1067 | proc->speed = proc_speed; |
| 1068 | proc->frequency = proc_frequency; |
| 1069 | } |
| 1070 | void AddProcBlobdrops(static_proc_element *proc, int handle) { |
| 1071 | int procnum = proc - GameTextures[handle].procedural->static_proc_elements; |
| 1072 | if (proc->frequency && ((FrameCount + procnum) % proc->frequency)) |
no test coverage detected