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Multiple changes to RNG usage to both client and server
Server should never use RNG from CGameState directly. Instead server get's own RNG that's state is secret for client.
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@ -158,7 +158,7 @@ void CRewardableObject::onHeroVisit(const CGHeroInstance *h) const
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grantRewardWithMessage(rewards[0]);
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break;
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case SELECT_RANDOM: // select one randomly //TODO: use weights
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grantRewardWithMessage(rewards[cb->gameState()->getRandomGenerator().nextInt(rewards.size()-1)]);
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grantRewardWithMessage(rewards[cb->getRandomGenerator().nextInt(rewards.size()-1)]);
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break;
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}
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return;
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