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Rewardable object randomization is now always server-sided
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@@ -50,6 +50,9 @@ public:
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virtual void onHeroVisit(const CGHeroInstance * h) const;
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virtual void onHeroLeave(const CGHeroInstance * h) const;
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/// Called on new turn by server. This method can not modify object state on its own
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/// Instead all changes must be propagated via netpacks
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virtual void newTurn(vstd::RNG & rand) const;
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virtual void initObj(vstd::RNG & rand); //synchr
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virtual void pickRandomObject(vstd::RNG & rand);
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