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GameState now uses random generator from server. Blocked access to rmg
on client
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@ -185,8 +185,6 @@ void CGameState::init(const IMapService * mapService, StartInfo * si, Load::Prog
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{
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assert(services);
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assert(callback);
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logGlobal->info("\tUsing random seed: %d", si->seedToBeUsed);
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rand = std::make_unique<CRandomGenerator>(si->seedToBeUsed);
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scenarioOps = CMemorySerializer::deepCopy(*si).release();
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initialOpts = CMemorySerializer::deepCopy(*si).release();
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si = nullptr;
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@ -1966,7 +1964,7 @@ TeamState::TeamState()
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vstd::RNG & CGameState::getRandomGenerator()
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{
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return *rand;
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return callback->getRandomGenerator();
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}
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ArtifactID CGameState::pickRandomArtifact(vstd::RNG & rand, int flags, std::function<bool(ArtifactID)> accepts)
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