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Fix randomseed in multiplayer.
Merged from private network branch. Patch by [IFOC]75, prepared by Striker. git-svn-id: https://svn.eduke32.com/eduke32@6454 1a8010ca-5511-0410-912e-c29ae57300e0
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3 changed files with 3 additions and 3 deletions
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@ -6854,7 +6854,7 @@ int G_DoMoveThings(void)
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// Moved lower so it is restored correctly by diffs:
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// everyothertime++;
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if (g_netServer || g_netClient)
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if (g_netClient) // [75] The server should not overwrite its own randomseed
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randomseed = ticrandomseed;
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for (bssize_t TRAVERSE_CONNECT(i))
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@ -5644,7 +5644,7 @@ void A_Execute(int spriteNum, int playerNum, int playerDist)
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}
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*/
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if (g_netServer || g_netClient)
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if (g_netClient) // [75] The server should not overwrite its own randomseed
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randomseed = ticrandomseed;
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if (EDUKE32_PREDICT_FALSE((unsigned)vm.pSprite->sectnum >= MAXSECTORS))
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@ -3608,7 +3608,7 @@ void P_FragPlayer(int playerNum)
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DukePlayer_t *const pPlayer = g_player[playerNum].ps;
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spritetype *const pSprite = &sprite[pPlayer->i];
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if (g_netServer || g_netClient)
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if (g_netClient) // [75] The server should not overwrite its own randomseed
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randomseed = ticrandomseed;
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if (pSprite->pal != 1)
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