DistributeEvenly_amount -= f;
return f;
}
+float DistributeEvenly_GetRandomized(float weight)
+{
+ float f;
+ if (weight <= 0)
+ return 0;
+ f = floor(random() + DistributeEvenly_amount * weight / DistributeEvenly_totalweight);
+ DistributeEvenly_totalweight -= weight;
+ DistributeEvenly_amount -= f;
+ return f;
+}
#define move_out_of_solid(e) WarpZoneLib_MoveOutOfSolid(e)