* Remove support for map-based random number generation (which seems unused).
* Re-add in support for the old mersenne twister for those whose processors don't support SSE2. * Toggling whether or not you are using SFMT is as easy as checking a CMake flag, USE_SFMT, which defaults to 0. --HG-- branch : trunk
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@@ -32,7 +32,6 @@
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#include "SharedDefines.h"
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#include "GridRefManager.h"
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#include "MapRefManager.h"
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#include "SFMT.h"
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#include <bitset>
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#include <list>
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@@ -426,15 +425,6 @@ class Map : public GridRefManager<NGridType>
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void UpdateIteratorBack(Player *player);
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#ifdef MAP_BASED_RAND_GEN
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SFMTRand sfmtRand;
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int32 irand(int32 min, int32 max) { return int32(sfmtRand.IRandom(min, max)); }
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uint32 urand(uint32 min, uint32 max) { return uint32(sfmtRand.URandom(min, max)); }
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int32 rand32() { return int32(sfmtRand.BRandom()); }
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double rand_norm() { return sfmtRand.Random(); }
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double rand_chance() { return sfmtRand.Random() * 100.0; }
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#endif // MAP_BASED_RAND_GEN
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TempSummon *SummonCreature(uint32 entry, const Position &pos, SummonPropertiesEntry const *properties = NULL, uint32 duration = 0, Unit *summoner = NULL, uint32 vehId = 0);
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Creature* GetCreature(uint64 guid);
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GameObject* GetGameObject(uint64 guid);
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