feat: changed random engine
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@@ -62,7 +62,7 @@ void ServerConnexion::checkKeepAlive() {
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}
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void ServerConnexion::sendKeepAlive() {
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m_KeepAlive.keepAliveID = utils::getRandomNumber(RAND_MAX);
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m_KeepAlive.keepAliveID = utils::getRandomInt<std::uint64_t>(0, RAND_MAX);
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m_KeepAlive.recievedResponse = false;
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protocol::KeepAlivePacket keepAlivePacket(m_KeepAlive.keepAliveID);
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@@ -31,11 +31,8 @@ void ServerWorld::spawnMobs(game::MobType type, std::uint8_t level, game::Player
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std::int32_t minSpawnX = spawnCenterX - 2;
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std::int32_t maxSpawnX = spawnCenterX + 2;
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std::uint64_t randomX = utils::getRandomNumber(std::abs(minSpawnX - maxSpawnX) * MOB_SPAWN_PRECISION);
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float mobX = (float)randomX / MOB_SPAWN_PRECISION + (float)minSpawnX;
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std::uint64_t randomY = utils::getRandomNumber(std::abs(minSpawnY - maxSpawnY) * MOB_SPAWN_PRECISION);
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float mobY = (float)randomY / MOB_SPAWN_PRECISION + (float)minSpawnY;
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float mobX = utils::getRandomReal<float>(minSpawnX, maxSpawnX);
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float mobY = utils::getRandomReal<float>(minSpawnY, maxSpawnY);
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spawnMobAt(m_CurrentMobID, type, level, sender, mobX, mobY, enemyMobSpawn->direction);
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