21 extern int rand_chance(
float frametime,
float chance = 1.0
f);
25 #define fl_is_nan(fl) _isnan((double)(fl))
29 #define fl_sqrt(fl) sqrtf(fl)
30 #define fl_isqrt(fl) (1.0f/sqrtf(fl))
31 #define fl_abs(fl) fabsf(fl)
32 #define i2fl(i) ((float)(i))
33 #define fl2i(fl) ((int)(fl))
34 #define fl2ir(fl) ((int)(fl + ((fl < 0.0f) ? -0.5f : 0.5f)))
35 #define flceil(fl) (int)ceil(fl)
36 #define flfloor(fl) (int)floor(fl)
37 #define f2fl(fx) ((float)(fx)/65536.0f)
38 #define fl2f(fl) (int)((fl)*65536.0f)
39 #define fl_tan(fl) tanf(fl)
42 #define fl_radians(fl) ((float)((fl) * (PI / 180.0f)))
45 #define fl_degrees(fl) ((float)((fl) * (180.0f / PI)))
float frand_range(float min, float max)
Return a floating point number in the range min..max.
bool fl_equal(float a, float b)
GLboolean GLboolean GLboolean GLboolean a
int rand_chance(float frametime, float chance=1.0f)
Call this in the frame interval to get TRUE chance times per second.
GLint GLint GLint GLint GLint x
GLboolean GLboolean GLboolean b
float fl_roundoff(float x, int multiple)
Rounds off a floating point number to a multiple of some number.
float frand()
Return random value in range 0.0..1.0- (1.0- means the closest number less than 1.0)