Fixed a mistake in RandomFloat() call in CritterSpawn Congestion Fix resulting in immediate respawn of a critter when player looks away
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@ -267,7 +267,7 @@ bool Function ShouldSpawn()
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return false
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return false
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else
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else
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if (bReducedRespawn && iDeadCritterCount > 0 && distance <= fMaxPlayerDistance*0.75 )
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if (bReducedRespawn && iDeadCritterCount > 0 && distance <= fMaxPlayerDistance*0.75 )
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if (Randomfloat(1 )>0.99 && !PlayerRef.HasLos(self))
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if (RandomFloat() > 0.99 && ! PlayerRef.HasLos(self))
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extraWaitTime = 0.0
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extraWaitTime = 0.0
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else
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else
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extraWaitTime = 2.0
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extraWaitTime = 2.0
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