size_t raindropcount = size_t(virtual_width/6.0);
for(size_t i=0; i<raindropcount; ++i) {
RainParticle* particle = new RainParticle;
- particle->pos.x = systemRandom.rand(int(virtual_width));
- particle->pos.y = systemRandom.rand(int(virtual_height));
- int rainsize = systemRandom.rand(2);
+ particle->pos.x = graphicsRandom.rand(int(virtual_width));
+ particle->pos.y = graphicsRandom.rand(int(virtual_height));
+ int rainsize = graphicsRandom.rand(2);
particle->texture = rainimages[rainsize];
do {
- particle->speed = (rainsize+1)*45 + systemRandom.randf(3.6);
+ particle->speed = (rainsize+1)*45 + graphicsRandom.randf(3.6);
} while(particle->speed < 1);
particle->speed *= 10; // gravity
Sector::current()->add_object(new RainSplash(Vector(splash_x, splash_y),vertical));
} */
}
- int new_x = systemRandom.rand(int(virtual_width)) + int(abs_x);
+ int new_x = graphicsRandom.rand(int(virtual_width)) + int(abs_x);
int new_y = 0;
//FIXME: Don't move particles over solid tiles
particle->pos.x = new_x;