Fixed a mistake in RandomFloat() call in CritterSpawn Congestion Fix resulting in immediate respawn of a critter when player looks away

This commit is contained in:
Eddoursul 2026-01-31 14:34:17 +01:00
parent f908181740
commit 7bf583c6fe
2 changed files with 1 additions and 1 deletions

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@ -267,7 +267,7 @@ bool Function ShouldSpawn()
return false return false
else else
if (bReducedRespawn && iDeadCritterCount > 0 && distance <= fMaxPlayerDistance*0.75 ) if (bReducedRespawn && iDeadCritterCount > 0 && distance <= fMaxPlayerDistance*0.75 )
if (Randomfloat(1 )>0.99 && !PlayerRef.HasLos(self)) if (RandomFloat() > 0.99 && ! PlayerRef.HasLos(self))
extraWaitTime = 0.0 extraWaitTime = 0.0
else else
extraWaitTime = 2.0 extraWaitTime = 2.0