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Renamed love.math.g/setRandomState and rng:g/setState to love.math.g/setRandomSeed and rng:g/setSeed.
getRandomSeed now always returns the previously set random seed instead of the current (implementation-dependent) random state.
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@@ -32,16 +32,16 @@ namespace love
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namespace math
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{
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int w_setRandomState(lua_State *L)
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int w_setRandomSeed(lua_State *L)
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{
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EXCEPT_GUARD(Math::instance.setRandomState(luax_checkrandomstate(L, 1));)
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EXCEPT_GUARD(Math::instance.setRandomSeed(luax_checkrandomseed(L, 1));)
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return 0;
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}
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int w_getRandomState(lua_State *L)
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int w_getRandomSeed(lua_State *L)
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{
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uint32 low = 0, high = 0;
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Math::instance.getRandomState(low, high);
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Math::instance.getRandomSeed(low, high);
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lua_pushnumber(L, (lua_Number) low);
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lua_pushnumber(L, (lua_Number) high);
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return 2;
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@@ -64,9 +64,9 @@ int w_randomNormal(lua_State *L)
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int w_newRandomGenerator(lua_State *L)
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{
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RandomGenerator::State s;
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RandomGenerator::Seed s;
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if (lua_gettop(L) > 0)
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s = luax_checkrandomstate(L, 1);
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s = luax_checkrandomseed(L, 1);
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RandomGenerator *t = Math::instance.newRandomGenerator();
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@@ -76,7 +76,7 @@ int w_newRandomGenerator(lua_State *L)
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try
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{
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t->setState(s);
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t->setSeed(s);
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}
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catch (love::Exception &e)
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{
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@@ -277,8 +277,8 @@ int w_noise(lua_State *L)
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// List of functions to wrap.
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static const luaL_Reg functions[] =
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{
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{ "setRandomState", w_setRandomState },
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{ "getRandomState", w_getRandomState },
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{ "setRandomSeed", w_setRandomSeed },
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{ "getRandomSeed", w_getRandomSeed },
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{ "random", w_random },
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{ "randomNormal", w_randomNormal },
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{ "newRandomGenerator", w_newRandomGenerator },
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