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Use game_rng for NPC splash effect
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@ -1105,12 +1105,12 @@ impl GameScene {
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if npc.flags.water_splash_facing_right() { Direction::Right } else { Direction::Left };
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if npc.flags.water_splash_facing_right() { Direction::Right } else { Direction::Left };
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for _ in 0..7 {
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for _ in 0..7 {
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droplet.x = npc.x + (state.effect_rng.range(-8..8) * 0x200) as i32;
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droplet.x = npc.x + (state.game_rng.range(-8..8) * 0x200) as i32;
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droplet.vel_x = npc.vel_x + state.effect_rng.range(-0x200..0x200);
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droplet.vel_x = npc.vel_x + state.game_rng.range(-0x200..0x200);
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droplet.vel_y = match () {
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droplet.vel_y = match () {
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_ if vertical_splash => state.effect_rng.range(-0x200..0x80) - (npc.vel_y / 2),
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_ if vertical_splash => state.game_rng.range(-0x200..0x80) - (npc.vel_y / 2),
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_ if horizontal_splash => state.effect_rng.range(-0x200..0x80),
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_ if horizontal_splash => state.game_rng.range(-0x200..0x80),
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_ => 0,
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_ => 0,
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};
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};
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