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Fix: weather is not properly distributed over the day
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8600 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -558,11 +558,10 @@ void ForecastDayEvents( )
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{
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{
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if ( Chance( gGameExternalOptions.gusRainChancePerDay ) )
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if ( Chance( gGameExternalOptions.gusRainChancePerDay ) )
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{
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uiStartTime = GetWorldTotalMin( ) + 9 * 60 ;//(UINT32)(Random( 1440 - 1 - gGameExternalOptions.gusRainMaxLength ));
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uiStartTime = GetWorldTotalMin( ) + (UINT32)(Random( 1440 - 1 - gGameExternalOptions.gusRainMaxLength ));
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UINT32 length = max( gGameExternalOptions.gusRainMinLength, Random( gGameExternalOptions.gusRainMaxLength ) );
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UINT32 length = gGameExternalOptions.gusRainMinLength + Random( max(1, gGameExternalOptions.gusRainMaxLength - gGameExternalOptions.gusRainMinLength ) );
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// Between 5 - 15 miniutes
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uiEndTime = uiStartTime + length;
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uiEndTime = uiStartTime + length;
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// We determine the 'start point' of the weather via xml chances. Weather can then spread to adjacent sectors according to chances
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// We determine the 'start point' of the weather via xml chances. Weather can then spread to adjacent sectors according to chances
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@@ -595,11 +594,10 @@ void ForecastDayEvents( )
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if ( Chance( gGameExternalOptions.gusSandStormsChancePerDay ) )
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if ( Chance( gGameExternalOptions.gusSandStormsChancePerDay ) )
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uiStartTime = GetWorldTotalMin( ) + 9 * 60; //(UINT32)(Random( 1440 - 1 - gGameExternalOptions.gusSandStormsMaxLength ));
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uiStartTime = GetWorldTotalMin( ) + (UINT32)(Random( 1440 - 1 - gGameExternalOptions.gusSandStormsMaxLength ));
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UINT32 length = gGameExternalOptions.gusSandStormsMinLength + Random( max( 1, gGameExternalOptions.gusSandStormsMaxLength - gGameExternalOptions.gusSandStormsMinLength ) );
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UINT32 length = max( gGameExternalOptions.gusSandStormsMinLength, Random( gGameExternalOptions.gusSandStormsMaxLength ) );
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// Between 5 - 15 miniutes
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uiEndTime = uiStartTime + length;
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uiEndTime = uiStartTime + length;
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// We determine the 'start point' of the weather via xml chances. Weather can then spread to adjacent sectors according to chances
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// We determine the 'start point' of the weather via xml chances. Weather can then spread to adjacent sectors according to chances
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@@ -629,11 +627,10 @@ void ForecastDayEvents( )
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{
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if ( Chance( gGameExternalOptions.gusSnowChancePerDay ) )
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if ( Chance( gGameExternalOptions.gusSnowChancePerDay ) )
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uiStartTime = GetWorldTotalMin( ) + 9 * 60; //(UINT32)(Random( 1440 - 1 - gGameExternalOptions.gusSnowMaxLength ));
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uiStartTime = GetWorldTotalMin( ) + (UINT32)(Random( 1440 - 1 - gGameExternalOptions.gusSnowMaxLength ));
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UINT32 length = gGameExternalOptions.gusSnowMinLength + Random( max( 1, gGameExternalOptions.gusSnowMaxLength - gGameExternalOptions.gusSnowMinLength ) );
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UINT32 length = max( gGameExternalOptions.gusSnowMinLength, Random( gGameExternalOptions.gusSnowMaxLength ) );
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// Between 5 - 15 miniutes
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uiEndTime = uiStartTime + length;
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uiEndTime = uiStartTime + length;
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// We determine the 'start point' of the weather via xml chances. Weather can then spread to adjacent sectors according to chances
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// We determine the 'start point' of the weather via xml chances. Weather can then spread to adjacent sectors according to chances
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