Double sniper rifle damage (AI seems unaware of second shot, when playing). Spread out flakes along X when looping and add a little Y variation. This avoids noticeable patterns. Especially on the rarer close layer or dense flakes like rain (for Y)
#include "quaadler32.h"
#include "zlib.h"
QuaAdler32::QuaAdler32()
{
reset();
}
quint32 QuaAdler32::calculate(const QByteArray &data)
{
return adler32( adler32(0L, Z_NULL, 0), (const Bytef*)data.data(), data.size() );
}
void QuaAdler32::reset()
{
checksum = adler32(0L, Z_NULL, 0);
}
void QuaAdler32::update(const QByteArray &buf)
{
checksum = adler32( checksum, (const Bytef*)buf.data(), buf.size() );
}
quint32 QuaAdler32::value()
{
return checksum;
}