82 const float weatherChance = rainChance + snowChance;
83 if (
frand() < weatherChance) {
Terrain property table entry Terrain is defined by the file map_earth_terrain.png in pics/geoscape....
const TerrainDef * findByName(const char *tname) const
float getSnowChance(const byte *const color) const
bool add(const TerrainDef *tdef)
Translate color value to terrain type to random weather code.
const char * getWeather(const byte *const color)
Translate color value to terrain type to random weather code.
const TerrainDef * findByColor(const byte *const color) const
const TerrainDef * terrainDefTable[MAX_TERRAINDEFS]
float getRainChance(const byte *const color) const
float frand(void)
Return random values between 0 and 1.
const char * pa_format[]
Player action format strings for netchannel transfer.
#define MAX_TERRAINDEFS
Terrain property table Terrain is defined by the file map_earth_terrain.png in pics/geoscape....