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authorBenoit Bolsee <benoit.bolsee@online.be>2009-05-23 18:40:36 +0400
committerBenoit Bolsee <benoit.bolsee@online.be>2009-05-23 18:40:36 +0400
commit6d8d7cd768f292a7fbbcecaf5f1cbc3090973f12 (patch)
treed8327f11f55b962e3378b5fd65acb527790fe17a /source/gameengine/Converter/KX_ConvertSensors.cpp
parent4e3248fb91a5abd8d6bed07f304579b554c85194 (diff)
BGE: Random sensor will produce true random sequence of events when seed is set to 0 in the GUI (the actual seed value is stored in the sensor seed attribute). Positive values will use fixed pseudo random sequence.
Diffstat (limited to 'source/gameengine/Converter/KX_ConvertSensors.cpp')
-rw-r--r--source/gameengine/Converter/KX_ConvertSensors.cpp5
1 files changed, 5 insertions, 0 deletions
diff --git a/source/gameengine/Converter/KX_ConvertSensors.cpp b/source/gameengine/Converter/KX_ConvertSensors.cpp
index 07b0abae6df..37631a0523d 100644
--- a/source/gameengine/Converter/KX_ConvertSensors.cpp
+++ b/source/gameengine/Converter/KX_ConvertSensors.cpp
@@ -682,6 +682,11 @@ void BL_ConvertSensors(struct Object* blenderobject,
if (eventmgr)
{
int randomSeed = blenderrndsensor->seed;
+ if (randomSeed == 0)
+ {
+ randomSeed = (int)(kxengine->GetRealTime()*100000.0);
+ randomSeed ^= (intptr_t)blenderrndsensor;
+ }
gamesensor = new SCA_RandomSensor(eventmgr, gameobj, randomSeed);
}
}