17 return e.noise_baccum;
24 if (
random() > (0.3190 ** f)) e.noise_paccum = 0.34848 *
crandom();
25 if (
random() > (0.7756 ** f)) e.noise_paccum2 = 0.28768 *
crandom();
26 if (
random() > (0.9613 ** f)) e.noise_paccum3 = 0.43488 *
crandom();
27 return e.noise_paccum + e.noise_paccum2 + e.noise_paccum3;
39 e.noise_bstate = !e.noise_bstate;
40 return 2 * e.noise_bstate - 1;
var entity(vector mins, vector maxs,.entity tofield) findbox_tofield_OrFallback
ERASEABLE float Noise_Pink(entity e, float dt)
ERASEABLE float Noise_Brown(entity e, float dt)
ERASEABLE float Noise_Burst(entity e, float dt, float p)
+1 or -1
ERASEABLE float Noise_White(entity e, float dt)
#define crandom()
Returns a random number between -1.0 and 1.0.