Пример #1
0
/*
* G_MapRotationNormal
*/
static const char *G_MapRotationNormal( void )
{
	G_UpdateMapRotation();

	if( !map_rotation_count )
		return NULL;

	if( map_rotation_current >= map_rotation_count || map_rotation_p[map_rotation_current] == NULL )
		map_rotation_current = 0;

	return map_rotation_p[map_rotation_current++];
}
Пример #2
0
/*
* G_MapRotationNormal
*/
static const char *G_MapRotationRandom( void )
{
	int seed, selection;

	G_UpdateMapRotation();

	// avoid eternal loop
	if( !map_rotation_count || map_rotation_count == 1 )
		return NULL;

	seed = game.realtime;
	do
	{
		selection = (int)Q_brandom( &seed, 0, map_rotation_count );
	} while( selection == map_rotation_current );

	map_rotation_current = selection;
	return map_rotation_p[map_rotation_current];
}