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Rewardable object randomization is now always server-sided
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@@ -30,6 +30,8 @@ public:
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void configureObject(CGObjectInstance * object, vstd::RNG & rng) const override;
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std::unique_ptr<IObjectInfo> getObjectInfo(std::shared_ptr<const ObjectTemplate> tmpl) const override;
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Rewardable::Configuration generateConfiguration(IGameCallback * cb, vstd::RNG & rand, MapObjectID objectID) const;
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};
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VCMI_LIB_NAMESPACE_END
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